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Forgotten Realms Conversion Guide

T
his guide is intended to be a conversion of
various monsters and NPCs in order to
facilitate proper campaigns set in the Forgotten Aballin
Realms. There's so many monsters - Large ooze, unaligned
Phaerimms and Sharns, Fang Dragons and
Wemics - that haven't yet been updated to fifth Armor Class 11
edition and really ought to be. Hit Points 30 (4d10 + 8)
This isn't a proper sourcebook, homebrew or not. None of Speed 20 ft., swim 40 ft.
the monsters in this guide are of my own creation and
reprinting the lore that others have written is impolite at best.
Ideally this guide should be used in conjunction with the STR DEX CON INT WIS CHA
books that these creatures were originally printed in. In place 21 (+5) 13 (+1) 14 (+2) 1 (−5) 9 (−1) 6 (−2)
of lore are my thoughts and justification of the conversion
process. Damage Resistances bludgeoning from nonmagical
I'm not converting everything word-for-word. There are weapons
many design conventions in 5e which do not match those of Damage Immunities cold, fire, lightning, piercing,
previous editions, especially concerning damage or condition slashing
immunities and resistances, nonabilities, and innate Condition Immunities blinded, charmed, deafened,
spellcasting. When converting these monsters I'll be removing exhaustion, frightened, prone
those abilities where appropriate to make them feel more like Senses blindsight 60 ft., passive Perception 9
5e monsters and less like obvious conversions of ADnD/3.5e Languages —
monsters. Challenge 2 (450 XP)

Aballin Passive State. While the Aballin remains passive, it is


indistinguishable from a puddle of water and cannot
The Aballin is a type of ooze that looks like a puddle of water. be harmed by attacks which would not affect a
Their fundamental trait is the ability to drown targets trapped normal pool of water. The Aballin leaves this state
when it moves or makes an attack, and can enter it
within them. It is assumed that a surprised creature engulfed by remaining motionless for one hour.
by an Aballin does not have an opportunity to hold its breath.
Drown. A creature hit by an Aballin's pseudopod
attack must succeed on a DC 15 Strength saving
Variant: Abishai Summoning throw or become engulfed. The engulfed creature
Like other devils, some abishai can have an action can't breathe and is restrained. Spells such as water
option that allows them to summon other devils. breathing do not allow a creature to breathe while
engulfed by an Aballin. When the Aballin moves, the
All abishai have a 50 percent chance of engulfed creature moves with it.
summoning 2d6 lemures or a 20 percent
chance of summoning an abishai of the same Actions
colour. Pseudopod. Melee Weapon Attack: +7 to hit, reach
Originally, abishai had the ability to summon 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning
another abishai of a random colour instead of the damage.
same as themselves. This seemed a little too swingy
for 5e to me, so I'm just supplying both, with the
original as a variant to the variant:
Abishai
All abishai have a 50 percent chance of
summoning 2d6 lemures or a 20 percent
The Abishai are devils which serve Tiamat, one for each main
chance of summoning another abishai of a breed of chromatic dragon. As of 3.5e they all have a slew of
random colour. Roll a d10 to determine which spell-like abilities, of the kind that most devils in 5e no longer
kind: have; I've removed them. Oddly, their damage resistances are
not dependent on their type, but their stings are. Abishai were
1-2: White not previously vulnerable to silvered weapons, but neither
3-4: Black were many devils who now are in 5e, so I've extended it to
5-6: Green Abishai as well. I've had to bring the hp and damage values up
7-8: Blue a bit to bring the monsters in-line with 5e standards for their
9-10: Red CR.

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White Abishai Black Abishai


Medium fiend (devil), lawful evil
Medium fiend (devil), lawful evil
Armor Class 15 (natural armour)
Armor Class 14 (natural armour) Hit Points 97 (15d8 + 30)
Hit Points 91 (14d8 + 28) Speed 30 ft., fly 40 ft.
Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 15 (+2) 10 (+0) 12 (+1) 13 (+1)
13 (+1) 15 (+2) 15 (+2) 10 (+0) 12 (+1) 12 (+1)
Damage Resistances acid, cold; bludgeoning,
Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons
piercing, and slashing from nonmagical weapons that aren't silvered
that aren't silvered Damage Immunities fire, poison
Damage Immunities fire, poison Condition Immunities poisoned
Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11
Senses darkvision 120 ft., passive Perception 11 Languages Infernal, Common, telepathy 120 ft.
Languages Infernal, Common, telepathy 120 ft. Challenge 5 (1,800 XP)
Challenge 5 (1,800 XP)
Devil's Sight. Magical darkness doesn't impede the
Devil's Sight. Magical darkness doesn't impede the abishai's darkvision.
abishai's darkvision.
Magic Resistance. The abishai has advantage on
Magic Resistance. The abishai has advantage on saving throws against spells and other magical
saving throws against spells and other magical effects.
effects.
Regeneration. The abishai regains 5 hit points at the
Regeneration. The abishai regains 5 hit points at the start of its turn. If the abishai takes radiant damage,
start of its turn. If the abishai takes radiant damage, this trait doesn't function at the start of the abishai's
this trait doesn't function at the start of the abishai's next turn. The abishai dies only if it starts its turn
next turn. The abishai dies only if it starts its turn with 0 hit points and doesn't regenerate.
with 0 hit points and doesn't regenerate.
Actions
Actions
Multiattack. The abishai makes four attacks: one with
Multiattack. The abishai makes four attacks: one with its bite, two with its claws, and one with its sting.
its bite, two with its claws, and one with its sting.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
target. Hit: 5 (1d8 + 1) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
one target. Hit: 4 (1d6 + 1) slashing damage.
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage plus 10
one target. Hit: 8 (2d6 + 1) piercing damage plus 18 (3d6) acid damage. A target hit by a black abishai's
(4d8) cold damage. sting takes an additional 3 (1d6) acid damage at the
beginning of their next turn.

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Green Abishai Blue Abishai


Medium fiend (devil), lawful evil
Medium fiend (devil), lawful evil
Armor Class 17 (natural armour)
Armor Class 16 (natural armour) Hit Points 127 (17d8 + 51)
Hit Points 120 (16d8 + 48) Speed 30 ft., fly 50 ft.
Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 11 (+0) 13 (+1) 15 (+2)
15 (+2) 16 (+3) 16 (+3) 11 (+0) 13 (+1) 14 (+2)
Damage Resistances acid, cold; bludgeoning,
Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons
piercing, and slashing from nonmagical weapons that aren't silvered
that aren't silvered Damage Immunities fire, poison
Damage Immunities fire, poison Condition Immunities poisoned
Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11
Senses darkvision 120 ft., passive Perception 11 Languages Infernal, Common, telepathy 120 ft.
Languages Infernal, Common, telepathy 120 ft. Challenge 7 (2,900 XP)
Challenge 6 (2,300 XP)
Devil's Sight. Magical darkness doesn't impede the
Devil's Sight. Magical darkness doesn't impede the abishai's darkvision.
abishai's darkvision.
Magic Resistance. The abishai has advantage on
Magic Resistance. The abishai has advantage on saving throws against spells and other magical
saving throws against spells and other magical effects.
effects.
Regeneration. The abishai regains 10 hit points at the
Regeneration. The abishai regains 5 hit points at the start of its turn. If the abishai takes radiant damage,
start of its turn. If the abishai takes radiant damage, this trait doesn't function at the start of the abishai's
this trait doesn't function at the start of the abishai's next turn. The abishai dies only if it starts its turn
next turn. The abishai dies only if it starts its turn with 0 hit points and doesn't regenerate.
with 0 hit points and doesn't regenerate.
Actions
Actions
Multiattack. The abishai makes four attacks: one with
Multiattack. The abishai makes four attacks: one with its bite, two with its claws, and one with its sting.
its bite, two with its claws, and one with its sting.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
one target. Hit: 6 (1d6 + 3) slashing damage.
Sting. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus
one target. Hit: 10 (2d6 + 3) piercing damage plus 33 (6d10) lightning damage.
21 (6d6) poison damage.

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Red Abishai Alaghi


Medium monstrosity, neutral evil
Medium fiend (devil), lawful evil
Armor Class 15 (natural armour)
Armor Class 18 (natural armour) Hit Points 66 (12d8 + 12)
Hit Points 135 (18d8 + 54) Speed 30 ft.
Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 13 (+1) 6 (−2) 10 (+0) 11 (+0)
17 (+3) 17 (+3) 17 (+3) 12 (+1) 14 (+2) 16 (+3)
Senses passive Perception 10
Damage Resistances acid, cold; bludgeoning, Languages Sylvan
piercing, and slashing from nonmagical weapons Challenge 3 (700 XP)
that aren't silvered
Damage Immunities fire, poison
Brute. A melee weapon deals one extra die of its
Condition Immunities poisoned
damage when the alaghi hits with it (included in the
Senses darkvision 120 ft., passive Perception 12
attack).
Languages Infernal, Celestial, Common, telepathy
120 ft.
Challenge 8 (3,900 XP) Actions
Multiattack. The alaghi makes two melee attacks.
Devil's Sight. Magical darkness doesn't impede the
abishai's darkvision. Handaxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
Magic Resistance. The abishai has advantage on
saving throws against spells and other magical
effects.
Regeneration. The abishai regains 10 hit points at the
start of its turn. If the abishai takes radiant damage,
this trait doesn't function at the start of the abishai's Asabi
next turn. The abishai dies only if it starts its turn Medium humanoid (asabi), lawful evil
with 0 hit points and doesn't regenerate.
Actions Armor Class 12 (leather armour)
Hit Points 13 (3d8)
Multiattack. The abishai makes four attacks: one with Speed 50 ft., burrow 20 ft.
its bite, two with its claws, and one with its sting.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one STR DEX CON INT WIS CHA
target. Hit: 7 (1d8 + 3) piercing damage.
11 (+0) 13 (+1) 10 (+0) 12 (+1) 13 (+1) 10 (+0)
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
Skills Stealth +5
Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., Senses passive Perception 11
one target. Hit: 10 (2d6 + 3) piercing damage plus Languages Draconic, Common
42 (12d6) fire damage. Challenge 1/4 (700 XP)

Standing Leap. The asabi's long jump is up to 20 feet


and its high jump is up to 15 feet, with or without a
Alaghi running start.
Alaghi are big, mean, and hairy, but don't have any real Actions
distinguishing features. They're a bag of hit points and little
else; they don't even have Darkvision. I've given them the Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) slashing damage.
bugbear's Brute trait just to bring their damage up to
reasonable levels. Light Crossbow. Ranged Weapon Attack: +3 to hit,
Alaghi villages tend towards evil, but hermit alaghi are range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1)
usually Neutral Good. piercing damage.

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Asabi Banedead
Asabi are fairly standard reptilian humanoids. Their only Medium undead, lawful evil
distinguishing feature is their jumping ability. The Stingtails
are a larger breed, and have poison stings and are immune to
enchantment. I decided that lowering their CR was a better Armor Class 15 (natural armour)
Hit Points 45 (6d8 + 18)
call than raising their attributes - Asabi are meant to be Speed 30 ft.
squishy minions, and CR 1 is a little high for that in 5e. I
would have liked to give the Stingtail higher poison damage,
but on top of four attacks 2d6 is about as much as I could STR DEX CON INT WIS CHA
justify for a CR 3.
15 (+2) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

Damage Immunities poison


Stingtail Condition Immunities exhaustion, poison
Senses darkvision 60 ft., passive Perception 11
Large humanoid (asabi), lawful evil Languages the languages it knew in life
Challenge 2 (450 XP)
Armor Class 14 (natural armour)
Hit Points 45 (7d8 + 14) Actions
Speed 40 ft., burrow 30 ft.
Mutliattack. The banedead makes three attacks: one
with its bite and two with its claws.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
15 (+2) 11 (+0) 14 (+2) 6 (−2) 9 (−1) 8 (−1) target. Hit: 6 (1d8 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Condition Immunities charmed one target. Hit: 5 (1d6 + 2) slashing damage, and the
Senses passive Perception 11 target's Dexterity score is reduced by 1. The target
Languages Draconic becomes paralyzed if this reduces its Dexterity to 0.
Challenge 3 (700 XP) The reduction lasts until the target finishes a short or
long rest.
Standing Leap. The asabi's long jump is up to 20 feet
and its high jump is up to 15 feet, with or without a
running start.

Actions Baneguard
Mutliattack. The stingtail makes three attacks: one The baneguards are a type of animated skeleton originally
with its bite, one with its claws, and one with its developed by priests of Bane. Their most iconic abilities are
sting. their ability to fire magic missiles and blink as the spell. I
would have tried to convert the blink spell into a proper
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one monster Action, but that spell is like half a page long and it
target. Hit: 5 (1d6 + 2) piercing damage. seems like it's easier for everyone involved to just reference
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., the spell. Credit to /u/mclemente26 for using the Phase
one target. Hit: 7 (2d4 + 2) slashing damage. Spider's Ethereal Jaunt trait.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage plus 7
(2d6) poison damage.

Banedead
The banedead is, appropriately, an undead creature
resembling a zombie created from a follower of Bane by
Banite clerics. Unlike zombies they are fast and intelligent,
like a wight. Their defining trait is their claws, which damage
Dexterity like a Shadow damages Strength. I've increased
their Strength score (wights got a similar increase upon their
conversion to 5e) and the damage of their natural weapons to
improve their damage output.

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Baneguard Banelar
Huge monstrosity, lawful evil
Medium undead, neutral evil
Armor Class 14 (natural armour)
Armor Class 12 (natural armour) Hit Points 138 (12d12 + 60)
Hit Points 39 (6d8 + 12) Speed 30 ft., swim 30 ft.
Speed 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
23 (+6) 13 (+1) 21 (+5) 17 (+3) 16 (+3) 16 (+3)
12 (+1) 11 (+0) 15 (+2) 9 (−1) 12 (+1) 13 (+1)
Damage Immunities acid, poison
Damage Vulnerabilities bludgeoning Condition Immunities exhaustion, poison
Damage Immunities poison Senses darkvision 60 ft., passive Perception 11
Condition Immunities exhaustion, poisoned Languages Common, Draconic, Orc
Senses darkvision 60 ft., passive Perception 11 Challenge 5 (1,800 XP)
Languages the languages it knew in life
Challenge 1/2 (100 XP)
Petrification Resistance. The banelar has advantage on
saving throws against being petrified.
Ethereal Jaunt. As a bonus action, the baneguard can
magically shift from the Material Plane to the Spellcasting. The banelar is a 6th-level spellcaster. It
Ethereal Plane, or vice versa. can cast any spell with a casting time of one action
with a bonus action instead. Its spellcasting ability is
Actions Wisdom (spell save DC 14, +6 to hit with spell
attacks). It has the following cleric spells prepared:
Longsword. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 Cantrips: guidance, light, spare the dying,
(1d10+1) slashing damage if used with two hands to thaumaturgy
make a melee attack. 1st level (4 slots): bane, cure wounds, magic missile,
protection from evil and good
Magic Missile (Recharge 5-6). The baneguard fires 2nd level (3 slots): blindness/deafness, hold person,
three darts of magical force. Each dart hits a creature spiritual weapon
of the baneguard's choice within 120 feet. A dart 3rd level (3 slots): bestow curse, dispel magic,
deals 3 (1d4 + 1) force damage to its target. tongues
Actions
Sting. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 2 (1d4) piercing damage plus 22
(4d10) poison damage.
Variant: Direguard
Some baneguards wear black, shadowy armour, and
red flames burn in their eye sockets. These
direguards have 13 AC with mage armour and
truesight out to 60 feet.
Variant: Banelar Magic Items
Banelar oftentimes use small magic items with their
tentacles, including amulets, rings, wands, rods,
Banelar potions, and similar small items. Appropriate items
for a standard banelar might include the following:
The banelar is an oversized (but less powerful) species of Amulet of proof against detection and location,
naga. They cast spells as Clerics and have very powerful bead of force, elemental gem, ring of mind
poison, but their most notable feature is their tendency to shielding, ring of the ram, rod of rulership, wand of
horde magic items and use them in combat. I've removed the magic missiles, wand of wonder
Banelar's secondary bite attack to keep its damage More powerful (or lucky) banelars might have
appropriate for its CR. I've also removed the banelar's Fast access to more powerful magic items. Woe be to
Healing, since it didn't really contribute much to the monster. adventurers that find a banelar with a wand of
fireballs or rod of lordly might. Such items would
most likely warrant a CR increase.

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Bat, Deep
There are three unique types of bats native to the Realms: Night Hunter
bonebats, night hunters, and sinisters. Medium beast, neutral evil
Bonebats are man-sized skeletal bats whose bites paralyze
and which can see invisible creatures. Armor Class 13
Night hunters are intelligent, evil, giant bats that give of an Hit Points 27 (5d8 + 5)
aura of fear. Speed 10 ft., fly 50 ft.
Sinisters are large-sized intelligent bats with the magical
ability to paralyze creatures and deflect missiles.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 11 (+0) 11 (+0) 10 (+0)

Bonebat Skills Stealth +5


Medium undead, neutral evil Senses darkvision 120 ft., passive Perception 10
Languages —
Challenge 1/2 (450 XP)
Armor Class 12 (natural armour)
Hit Points 44 (8d8 + 8)
Speed 10 ft., fly 50 ft. Actions
Multiattack. The night hunter can use its Frightful
STR DEX CON INT WIS CHA Presence. It then attacks with its tail stab.

12 (+1) 13 (+1) 13 (+1) 6 (−2) 10 (+0) 14 (+2) Tail Stab. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage.
Damage Vulnerabilities bludgeoning Frightful Presence. Each creature of the night hunter's
Damage Immunities poison choice that is within 30 feet of the night hunter and
Condition Immunities exhaustion, poison aware of it must succeed on a DC 10 Wisdom saving
Senses truesight 120 ft., passive Perception 10 throw oe become frightened for 1 minute. A
Languages — creature can repeat the saving throw at the end of
Challenge 1 (450 XP) each of its turns, ending the effect on itself on a
success. If the creature's saving throw is successful
or the effect ends for it, the creature is immune to
Actions the night hunter's Frightful Presence for the next 24
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one hours.
target. Hit: 5 (1d6 + 1) piercing damage. The target
must succeed on a DC 11 Constitution saving throw
or be paralyzed for 1 minute. The target can repeat
the saving throw at the end of each of its turns,
ending the effect on itself on a success.

Sinister Flyby Attack. The sinister doesn't provoke an opportunity


attack when it flies out of an enemy's reach.
Large monstrosity, lawful neutral
Magic Resistance. The sinister has advantage on saving
throws against spells and other magical effects.
Armor Class 16 (mage armour)
Hit Points 51 (6d10 + 18) Missile Deflection. The sinister is protected by a field of
Speed 10 ft., fly 50 ft. force as if from the mage armour spell, granting it an AC
of 13 + Dexterity. Additionally, this field stops missile
attacks, turning away normal missiles and absorbing
STR DEX CON INT WIS CHA ranged spell attacks and magic missiles.
19 (+4) 13 (+1) 16 (+3) 12 (+1) 14 (+2) 13 (+1) Actions
Skills Perception +4, Stealth +5 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Senses darkvision 120 ft., passive Perception 14 target. Hit: 13 (2d8 + 4) piercing damage.
Languages telepathy 30 ft. (works only with other Hold Monster (1/Day). One creature of the sinister's
sinisters) choice within 90 feet must succeed on a DC 11
Challenge 2 (450 XP) Wisdom saving throw or be paralyzed for 1 minute. A
creature can repeat the saving throw at the end of each
Dive Attack. If the sinister is flying and dives at least 30 of its turns, ending the effect on itself on a success.
feet straight toward a target and then hits it with a
melee weapon attack, the attack deals an extra 9 (2d8)
damage.
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Beast of Malar
The Beast of Malar is a shapechanging beast which switches
between panther, bat, and "claw slayer" forms. Each form has
its own special abilities, but all forms regenerate, are immune
to fear, and resist nonmagical weapons. I've simplified the
beast's ability scores so that they are the same in all forms, as
usual for shapechangers in 5e. I've also increased the bat
form's land speed from 10 feet for the sake of simplicity.
Monsters of Faerun, again, doesn't mention languages, so I
took a guess.

Beast of Malar Shapechanger. The beast can use its action to polymorph
into one of three forms: a panther, a bat, or a claw slayer.
Medium monstrosity (shapechanger), chaotic evil
Its statistics, other than where noted, are the same in
each form. Any equipment it is wearing or carrying isn't
Armor Class 19 (natural armour) transformed.
Hit Points 152 (16d8 + 80)
Speed 20 ft. (60 ft. in panther form, climb 20 ft. in claw Actions
slayer form, fly 30 ft. in bat form) Multiattack (Panther or Claw Slayer Form Only). The beast
makes three attacks: one with its bite and two with its
claws.
STR DEX CON INT WIS CHA
23 (+6) 19 (+4) 20 (+5) 10 (+0) 15 (+2) 17 (+3) Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 16 (3d6 + 6) piercing damage.
Saving Throws Str +10, Dex +8, Con +9 Claw (Panther or Claw Slayer Form Only). Melee Weapon
Skills Athletics +10, Perception +6, Stealth +8 Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 +
Damage Resistances bludgeoning, piercing, and slashing 6) piercing damage.
from nonmagical weapons
Condition Immunities frightened Legendary Actions
Senses darkvision 60 ft., passive Perception 16 The beast can take 3 legendary actions, choosing from
Languages Abyssal, Common, Sylvan the options below. Only one legendary action can be
Challenge 12 (8,400 XP) used at a time and only at the end of another creature's
turn. The beast regains spent legendary actions at the
Magic Weapons. The beast's weapon attacks are magical. start of its turn.
Pounce (Panther Form Only). If the beast moves at least Claw (Claw Slayer Form Only). The beast makes one
20 feet straight toward a creature and then hits it with a attack with its claw.
claw attack on the same turn, that target must succeed
on a DC 18 Strength saving throw or be knocked prone. Fly (Bat Form Only). The beast moves up to its speed.
If the target is prone, the beast can make one bite attack This movement does not provoke attacks of
against it as a bonus action. opportunity.

Regeneration. The beast regains 10 hit points at the start Rake (Panther Form Only, Costs 2 Actions). This action
of its turn. If the beast takes radiant damage, this trait can only be used if the beast has hit the target with a
doesn't function at the start of the beast's next turn. The claw attack since the start of its last turn. The beast
beast dies only if it starts its turn with 0 hit points and makes two claw attacks, raking the opponent with its
doesn't regenerate. hind legs. If it hits with both attacks, the target is
grappled.

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Beholder Mage Gouger


A Beholder mage is a Beholder which can cast Wizard spells, Large aberration, neutral evil
but must put out its central eye to do so. In 3.5e Beholder
Mage is a prestige class, but this isn't necessary in 5e. In my
opinion the best way to represent the Beholder Mage is as the Armor Class 20 (natural armour)
Hit Points 178 (21d10 + 63)
following monster variant: Speed 10 ft., fly 40 ft. (hover)

Variant: Beholder Mage STR DEX CON INT WIS CHA


A beholder mage is an ordinary beholder with a 20 (+5) 14 (+2) 16 (+3) 9 (−1) 9 (−1) 12 (+1)
challenge rating of 14 (11,500 XP), an Intelligence
score of 19 (+4), no Antimagic Cone, and the ability Saving Throws Str +9, Con +7
to cast spells as a wizard. The following trait is Skills Perception +7
appropriate for an average beholder mage. Other Senses darkvision 120 ft., passive Perception 17
beholder mages might have different spells Languages Deep Speech, Undercommon
prepared, or cast spells as a wizard of a higher or Challenge 10 (5,900 XP)
lower level.
Spellcasting. The beholder is a 9th-level Antimagic Cone. The gouger's central eye creatures
spellcaster. Its spellcasting ability is Intelligence an area of antimagic, as in the antimagic field spell, in
(spell save DC 17, +9 to hit with spell attacks). The a 150-foot cone. At the start of each of its turns, the
beholder has the following wizard spells prepared: gouger decides which way the cone faces. A gouger
Cantrips: fire bolt, light, mage hand, does not close its central eye.
prestidigitation
1st level (4 slots): detect magic, mage armour,
magic missile, shield
Actions
2nd level (3 slots): misty step, suggestion Eye Gouge. Melee Weapon Attack: +9 to hit, reach
3rd level (3 slots): counterspell, fireball, fly 15 ft., one target. Hit: 60 (10d10 + 5) piercing
4th level (3 slots): greater invisibility, ice storm damage. If the target is a beholder or beholderkin
5th level (1 slots): cone of cold whose eyes have special abilities, the beholder must
succeed on a DC 17 Dexterity saving throw or lose
the use of one of its eyes for 1 minute. If the
beholder fails by 5 or more, the loss is permanent.
Beholderkin, Gouger There is a 50 percent chance the tongue hits the
central eye. If not, randomly determine which lesser
The gouger is a type of beholderkin designed to stalk and kill eye is struck.
other beholders. Unlike other beholders, it does not have eye
rays, though it retains its antimagic cone. Its main attack is its
tongue, which can damage the eyes of other beholders and
beholderkin.
Chosen One
Chosen One Medium monstrosity, chaotic evil
The chosen ones are awful humanoid creatures magically
created by Thayan wizards from slaves. Their main attack Armor Class 11
form is their poisonous claws. I've reduced their CR by a Hit Points 18 (4d8)
couple steps so I could keep their hp roughly the same, as Speed 30 ft.
they're intended to be squishy, albeit hard-hitting minions, not
toe-to-toe combatants. STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 11 (+0) 6 (−2) 12 (+1) 10 (+0)

Senses darkvision 60 ft., passive Perception 11


Languages Common, Mulhorandi
Challenge 1/2 (100 XP)

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) piercing damage plus 7
(2d6) poison damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) slashing damage.

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I probably would have increased the number of duplicates
Cloaker Lord created with Phatasms to reflect the 3.5e caster level increase,
A cloaker lord is a more powerful subrace of cloaker. It is but since the mirror image spell doesn't grant more duplicates
mostly identical to an ordinary cloaker, but has the ability to as the spell level increases I decided against it; allowing the
cast spells as a wizard and control other cloakers. I actually cloaker lord to create 4 or 5 duplicates would be a good
had to increase its CR from 7 to 10, unlike most monsters, change if you prefer.
because the ordinary cloaker's CR increased from 5 to 8. After everything it's a little more complicated than I'd like
Cloakers were significantly simplified with their conversion to for a 5e monster, but I guess that's just what happens when
5e, and I've carried those simplifications into the cloaker lord you throw more special abilities onto an already-complex
as well. monster.

Cloaker Lord Actions


Huge aberration, chaotic neutral Multiattack. The cloaker makes two attacks: one with its
bite and one with its tail.
Armor Class 14 (natural armour)
Hit Points 170 (20d12 + 40) Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Speed 10 ft., fly 50 ft. target. Hit: 19 (4d6 + 5) piercing damage, and if the
target is Huge or smaller, the cloaker attaches to it. If
the cloaker has advantage against the target, the cloaker
STR DEX CON INT WIS CHA attaches to the target's head, and the target is blinded
and unable to breathe while the cloaker is attached.
21 (+5) 12 (+1) 15 (+2) 18 (+4) 14 (+2) 15 (+2) While attached, the cloaker can make this attack only
against the target and has advantage on the attack roll.
Saving Throws Dex +5, Int +8, Wis +6 The cloaker can detach itself by spending 5 feet of its
Skills Stealth +5 movement. A creature, including the target, can take its
Senses darkvision 60 ft., passive Perception 16 action to detach the cloaker by succeeding on a DC 17
Languages Deep Speech, Undercommon Strength check.
Challenge 10 (5,900 XP) Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one
target. Hit: 14 (2d8 + 5) slashing damage.
Damage Transfer. While attached to a creature, the
cloaker takes only half the damage dealt to it (rounded Moan. Each creature within 60 feet of the cloaker that
down), and that creature takes the other half. can hear its moan and that isn't an aberration must
succeed on a DC 14 Wisdom saving throw or become
Dominate Cloakers. The cloaker lord has a natural power frightened until the end of the cloaker's next turn. If a
of domination over ordinary cloakers. The cloaker lord creature's saving throw is successful, the creature is
has advantage on Charisma checks against cloakers, and immune to the cloaker's moan for the next 24 hours.
cloakers must obey the cloaker lord's spoken
Phantasms (Recharges after a Short or Long Rest). The
commands.
cloaker magically creates three illusory duplicates of
False Appearance. While the cloaker remains motionless itself if it isn't in bright light. The duplicates move with
without its underside exposed, it is indistinguishable it and mimic its actions, shifting position so as to make
from a dark leather cloak sized for a large-sized creature it impossible to track which cloaker is the real one. If
such as an ogre. the cloaker is ever in an area of bright light, the
duplicates disappear.
Light Sensitivity. While in bright light, the cloaker has
disadvantage on attack rolls and Wisdom (Perception) Whenever any creature targets the cloaker with an
checks that rely on sight. attack or a harmful spell while a duplicate remains, that
creature rolls randomly to determine whether it targets
Magic Resistance. The cloaker has advantage on saving
the cloaker or one of the duplicates. A creature is
throws against spells and other magical effects.
unaffected by this magical effect if it can't see or if it
Spellcasting. The cloaker is a 9th-level spellcaster. Its relies on senses other than sight.
spellcasting ability is Intelligence (spell save DC 16, +8
A duplicate has the cloaker's AC and uses its saving
to hit with spell attacks). The cloaker has the following
throws. If an attack hits a duplicate, or if the duplicate
wizard spells prepared:
fails a saving throw against an effect that deals damage,
Cantrips: chill touch, mage hand, minor illusion, the duplicate disappears.
prestidigitation
Plane Shift. The cloaker magically travels to the
1st level (4 slots): detect magic, silent image, sleep
Shadowfell. Once per day, it can bring up to seven other
2nd level (3 slots): darkness, phantasmal force, ray of
cloakers with it as long as they are all touching.
enfeeblement
3rd level (3 slots): gaseous form, hypnotic pattern,
major image
4th level (3 slots): black tentacles, phantasmal killer,
stone shape
5th level (1 slots): creation, hold monster

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Create Darkenbeast
Darkenbeast 5th-level transmutation
The darkenbeasts are bat-winged horrors created by Thayan Casting Time: 1 hour
wizards from animals. Their signiture ability is their Range: 30 feet
imprinted spells, which can be cast by a darkenbeast's master. Components: V, S, M (dried wyvern's blood smeared upon the
I've simplified the process of casting imprinted spells to make spell's target, and a black pearl worth at least 200 gp)
their use by DMs a little easier. I've also removed the ability to Duration: Instantaneous
dispel magic to revert a darkenbeast, if only for saving space
on the statblock. You can cast this spell only in darkness: at night, indoors, or
underground. You transform a beast with a challenge rating of
1/4 or lower within range into a darkenbeast. A target with an
Intelligence score of 5 or higher can make a Charisma saving
Darkenbeast throw to negate the effect; targets with an Intelligence of 4 or
lower are automatically affected.
Medium monstrosity, neutral evil You can cast another spell with a casting time of 1 action as
part of casting create darkenbeast to imprint that spell onto
Armor Class 14 (natural) the darkenbeast.
Hit Points 37 (5d8 + 15) On each of your turns, you can use a bonus action to
Speed 5 ft., fly 40 ft. mentally command a created darkenbeast within 60 feet of
you (if you control multiple darkenbeasts, you can command
STR DEX CON INT WIS CHA any or all of them at the same time, issuing the same
command to each one).
16 (+3) 15 (+2) 16 (+3) 5 (−3) 11 (+0) 4 (−3) The darkenbeast is under your control for 24 hours, after
which it stops obeying any command you've given it. To
Condition Immunities charmed, frightened maintain control over the darkenbeast for another 24 hours,
Senses darkvision 60 ft., passive Perception 10 you must cast this spell on the darkenbeast before the current
Languages — 24-hour period ends. The darkenbeast does not have to be
Challenge 2 (450 XP) within range of the spell for you to reassert your control over
it.
Daylight Intolerance. While in sunlight, the
darkenbeast has disadvantage on attack rolls, ability
checks, and saving throws. For every 10 consecutive Darktree
minutes the Darkenbeast is exposed to sunlight, it The darktree is an evil treant-like creature. Since they're
must succeed on a DC 10 Wisdom saving throw or
revert to its original animal form. A sunbeam or
roughly the same CR in 3.5e, I decided that they would be best
sunburst spell automatically causes the darkenbeast
represented as a monster variant of the treant, rather than a
to revert to animal form. seperate creature. There are a few sacrifices in faithfulness
that are made with this method; darktrees are ordinarily
Magic Resistance. The darkenbeast has advantage on dumber than treants and have more hit points, but I decided
saving throws against spells and other magical those changes were too minor to bother with.
effects.
Spell Imprinting. Every darkenbeast carries a spell
which is imprinted into it when it is created. When Variant: Darktree Treant
the darkenbeast's master is within 30 feet, the A darktree is a normal treant with the following
master can use its action to cast the spell imprinted changes.
on the darkenbeast without expending a spell slot. A
master can only cast five spells per day in this way. A darktree is neutral evil
A darktree's speed is 10 feet.
Actions A darktree is vulnerable to cold damage but
resistant to fire damage.
Multiattack. The darkenbeast makes three attacks: A darktree's slam attacks deal slashing damage.
one with its bite and two with its claws. A creature hit by a darktree's slam attack is
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one grappled. The escape DC is 18.
target. Hit: 10 (2d6 + 3) piercing damage. A darktree loses the ability to Animate Trees.
A darktree has the following trait:
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage. Confusion. As a bonus action, the darktree can
attempt to confuse a target with 60 feet that isn't
aware of the darktree. The target must succeed on a
DC 15 Wisdom saving throw or completely lose
their sense of direction, often causing them to
become hopelessly lost in the forest.

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Deepspawn
Deepspawn are beholderlike creatures with six arms: three
tentacles and three ending in mouths. Their signature ability
is their spawning; a Deepspawn can give birth to any creature
it has devoured that is native to the material plane.
Deepspawn in 3.0 are large-sized but, for some reason, take
up a space 15-by-15 feet. I've just increased their size to huge;
I think it makes them cooler, anyways. Their spawning ability
is not considered in calculating the CR of the deepspawn; the
spawn are independent creatures that grant their own XP, and
it would be impossible to balance around it anyways.
Deepspawn typically fight halfway submerged in their
treasure horde, granting them 1/2 cover.

Deepspawn Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one


target. Hit: 11 (2d6 + 4) piercing damage. This attack is
Huge aberration, chaotic evil
made with advantage against grappled targets.

Armor Class 14 (natural armour) Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft.,
Hit Points 152 (16d12 + 48) one target. Hit: 8 (1d8 + 4) bludgeoning damage and
Speed 20 ft., swim 20 ft. the target is grappled (escape DC 15) if it is a Large or
smaller creature. Until this grapple ends, the deepspawn
can't use this tentacle on another target.
STR DEX CON INT WIS CHA Hold Monster (Recharge 5-6). One creature of the
19 (+4) 12 (+1) 17 (+3) 17 (+3) 16 (+3) 4 (−3) deepspawn's choice within 90 feet must succeed on a
DC 14 Wisdom saving throw or be paralyzed for 1
minute. A creature can repeat the saving throw at the
Saving Throws Int +6, Wis +6 end of each of its turns, ending the effect on itself on a
Skills Perception +6, Stealth +4 success. A deepspawn can automatically grapple a
Damage Immunities poison paralyzed target within 15 feet if it has a free tentacle
Condition Immunities poisoned (escape DC 15).
Senses darkvision 60 ft., passive Perception 16
Languages Deep Speech, Undercommon Legendary Actions
Challenge 8 (3,900 XP)
The deepspawn can take 3 legendary actions, choosing
from the options below. Only one legendary action can
Magic Resistance. The deepspawn has advantage on
be used at a time and only at the end of another
saving throws against spells and other magical effects.
creature's turn. The deepspawn regains spent legendary
actions at the start of its turn.
Actions
Multiattack. The deepspawn makes three attacks with its Bite. The deepspawn makes one bite attack.
tentacles. Close Wounds (Costs 2 Actions). The deepspawn regains
21 (2d10+10) hit points.

Variant: Deepspawn Weapons Deepspawn Spawning


Many deepspawn wield weapons in their tentacles. A deepspawn can give birth to any creature native
A deepspawn uses medium-sized weapons and to the material plane that it has ever devoured. A
cannot wield a weapon with two hands. Such spawn has the same type, traits, actions, alignment,
deepspawn no longer grapple targets they hit with and ability scores as the creature devoured by the
their attacks and may deal damage of a type other deepspawn, and it even retains learned abilities
than bludgeoning. Their damage probably stays the (class features and proficiencies) as well as some
same, since the best weapons to use (rapiers, dim memory of its former existence. A spawn
longswords, battleaxes, and warhammers) deal 1d8 grows in 1d4 days within the deepspawn's body,
damage, the same as the deepspawn's tentacles. then emerges fully formed and loyal to the
Some deepspawn may even employ the use of deepspawn that formed them, and cannot be made
magic weapons. to attack their "parent" even by magical means.

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It was hard to decide on an exact Strength score, since they
Demon, Ghour had 28 Strength in 3e and were stronger than hill giants (25
The Ghour are large, horned demons resembling minotaurs. Strength) and stone giants (27 Strength) but were weaker
Their signature abilities are their poisonous breath weapon than glabrezu (31 Strength) and goristro (34 Strength). In 5e
and stunning roar. The breath weapon originally dealt hill and stone giants are both stronger than glabrezu, and
strength damage, but it seemed simpler to just have it deal goristros only have 25 Strength; I went with 23 Strength, but
poison damage since strength poisons aren't really a thing in I'm not happy about it.
5e. Ghours have spell-like abilities in 3.0, but I decided to
remove them like they were removed from Mariliths, Greater Doppelganger
Nalfeshnee, and Hezrou. The greater doppelganger is similar to an ordinary
doppelganger, but also has the ability to devour a humanoid's
brain and copy their form exactly, even most class features.
This makes the greater doppelganger basically impossible to
Ghour accurately balance; after all, if one devours a 20th-level wizard,
Huge fiend (demon), chaotic evil they're a 20th-level wizard now. These are the kind of
monsters that just don't make it into 5e, so there's a few
Armor Class 18 (natural armour) sacrifices that need to be made in the way of edition etiquette.
Hit Points 230 (20d12 + 100) I've increased their Dexterity to mimic the Dexterity increase
Speed 40 ft. normal Doppelgangers get. I've removed the Magic Item Use
trait, as that's pretty much up to DM discretion in 5e anyways.
I've taken away the Ambusher and Surprise Attack traits that
STR DEX CON INT WIS CHA the normal Doppelganger was granted in 5e, since that isn't
23 (+6) 8 (−1) 20 (+5) 15 (+2) 13 (+1) 11 (+0) really how the Greater Doppelganger functions; they're more
focused on deep cover and fighting in shapechanged form
Skills Perception +5 than surprise attacks.
Damage Resistances cold, fire, lightning;
bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Abyssal, telepathy 120 ft.
Challenge 11 (7,200 XP)

Magic Resistance. The ghour has advantage on saving


throws against spells and other magical effects.

Actions
Multiattack. The ghour makes three attacks: one with
its gore and two with its slam.
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 39 (6d10 + 6) piercing damage.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Poison Breath (Recharge 6). The ghour exhales
poisonous gas in a 30-foot cone. Each creature in
that area must make a DC 17 Constitution saving
throw, taking 49 (14d6) poison damage on a failed
save, or half as much damage on a successful one.
Stunning Roar (1/Day). The ghour bellows an ear-
splitting roar. Each creature within 30 feet of the
ghour must succeed on a DC 17 Constitution saving
throw or become stunned. The creature can repeat
this save at the end of each of its turns, ending the
effect on a success. If the stunned creature fails its
first saving throw by 5 or more, it is deafened for
one hour.

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Greater Doppelganger The doppelganger can consume up to three identities; if


it consumes another, it loses a random identity from
Medium monstrosity (shapechanger), neutral evil
those consumed earlier. If the doppelganger commits
an act that runs counter to its current form's alignment,
Armor Class 15 it immediately returns to its true form for 1d10 rounds.
Hit Points 156 (24d8 + 48) The doppelganger retains the basic memories of all
Speed 30 ft. consumed identities while in its true form, but not
deeper memories. Memories from lost identities fade
quickly.
STR DEX CON INT WIS CHA
Inscrutable. The doppelganger is immune to any effect
11 (+0) 20 (+5) 14 (+2) 17 (+3) 17 (+3) 14 (+2) that would sense its emotions, detect its alignment, or
read its thoughts.
Skills Deception +12, Insight +13
Condition Immunities charmed, frightened Actions
Senses darkvision 60 ft., passive Perception 13 Multiattack. The doppelganger makes three melee
Languages all attacks.
Challenge 13 (10,000 XP)
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Shapechanger. The doppelganger can use its action to target. Hit: 8 (1d6 + 5) bludgeoning damage.
polymorph into a Small or Medium humanoid it has Rend Shapechanger. Melee Spell Attack: +8 to hit, reach
seen, or back into its true form. Its statistics, other than 5 ft., one target. Hit: if the target is in a form other than
its size, are the same in each form. Any equipment it is its true one, it immediately reverts to its true form. If the
wearing or carrying isn't transformed. It reverts to its target is a creature, it takes 55 (10d10) force damage.
true form if it dies.
Read Thoughts. The doppelganger magically reads the
Consume Identity. When the doppelganger eats the brain surface thoughts of one creature within 60 feet of it.
of a Small or Medium humanoid it absorbs the mind of The effect can penetrate barriers, but 3 feet of wood or
that creature. Once per day, the doppelganger can use dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of
its action to polymorph into the creature's form or back lead blocks it. While the target is in range, the
into its true form. The doppelganger's statistics are doppelganger can continue reading its thoughts, as long
replaced by the statistics of the creature, including as the doppelganger's concentration isn't broken (as if
personality and alignment. The only exception is divine concentrating on a spell). While reading the target's
spells of 2nd-level or higher. The doppelganger assumes mind, the doppelganger has advantage on Wisdom
the hit points of the new form. It reverts to its true form (Insight) and Charisma (Deception, Intimidation, and
if it drops to 0 hit points or dies. When it reverts to its Persuasion) checks against the target.
true form, the doppelganger returns to the number of
hit points it had before it polymorphed. If it reverts as a
result of dropping to 0 hit points, any excess damage
carries over to its normal form.

I did replace the normal dragon's Wing Attack with a


Brown Dragon Burrowing Attack that comes without precedence; I just
The brown dragon is a type of flightless, burrowing chromatic figured that the brown needed a third legendary action option
dragon. Their breath weapon is a line of acid. Brown dragons and it the Burrowing Attack gives similar utility - AoE debuff,
in 3.0 have a handful of magical abilities - which is typical of movement, and damage. But it's not just a cookie-cutter
dragons in that edition - but I've removed them, which is ability; the Burrowing Attack doesn't provoke attacks of
typical of dragons in 5e. Brown dragons were faster than opportunity, doesn't deal AoE damage, but deals a little bit
average for a dragon - 60 ft. instead of 40 feet. - but since more to a single-target.
white dragons also had higher speed in 3.0 but that was
removed upon their conversion to 5e, I got rid of it for brown
dragons as well. They are roughly as powerful as a blue
dragon; in 3.0 they had the same Hit Dice, but brown dragons
were larger, although of a lower CR. Their ability scores
match those of a blue dragon of the same size category, but
not the same age category; since dragons in 5e are mostly
organized by size rather than age (a "young" dragon is always
large, an "adult" always huge, etc.), I decided to use size rather
than age to determine mental abilities (this means, of course,
that brown dragons should "age" slightly faster than other
dragons). In the end the brown dragon ended up being almost
identical to the blue dragon, to the point where I'm not even
sure I should have bothered.

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Brown Dragon Young Brown Dragon


Large dragon, neutral evil
Wyrmling Armor Class 17 (natural armour)
Medium dragon, neutral evil
Hit Points 152 (16d10 + 64)
Speed 40 ft., burrow 40 ft.
Armor Class 16 (natural armour)
Hit Points 52 (8d8 + 16)
Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
STR DEX CON INT WIS CHA
Saving Throws Dex +4, Con +8, Wis +5, Cha +7
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)
Skills Perception +9, Stealth +4
Damage Immunities acid
Saving Throws Dex +2, Con +4, Wis +2, Cha +4 Senses blindsight 30 ft., tremorsense 240 ft.,
Skills Perception +4, Stealth +2 darkvision 120 ft., passive Perception 19
Damage Immunities acid Languages Common, Draconic
Senses blindsight 10 ft., tremorsense 120 ft., Challenge 9 (5,000 XP)
darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 3 (700 XP) Actions
Multiattack. The dragon makes three attacks: one
Actions with its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
target. Hit: 8 (1d10 + 3) piercing damage plus 3 one target. Hit: 16 (2d10 + 5) piercing damage plus
(1d6) acid damage. 7 (2d6) acid damage.
Acid Breath (Recharge 5-6). The dragon exhales acid Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
in a 15-foot line that is 5 feet wide. Each creature in one target. Hit: 12 (2d6 + 5) piercing damage.
that line must make a DC 12 Dexterity saving throw, Acid Breath (Recharge 5-6). The dragon exhales acid
taking 22 (5d8) acid damage on a failed save, or half in a 60-foot line that is 5 feet wide. Each creature in
as much damage on a successful one. that line must make a DC 16 Dexterity saving throw,
taking 54 (12d8) acid damage on a failed save, or
half as much damage on a successful one.

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Adult Brown Dragon Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Huge dragon, neutral evil
must succeed on a DC 17 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
Armor Class 18 (natural armour) the saving throw at the end of each of its turns, ending
Hit Points 225 (18d12 + 108) the effect on itself on a success. If a creature's saving
Speed 40 ft., burrow 40 ft. throw is successful or the effect ends for it, the creature
is immune to the dragon's Frightful Presence for the
next 24 hours.
STR DEX CON INT WIS CHA
Acid Breath (Recharge 5-6). The dragon exhales acid in a
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) 90-foot line that is 5 feet wide. Each creature in that line
must make a DC 19 Dexterity saving throw, taking 67
Saving Throws Dex +5, Con +11, Wis +7, Cha +9 (15d8) acid damage on a failed save, or half as much
Skills Perception +12, Stealth +5 damage on a successful one.
Damage Immunities acid
Senses blindsight 60 ft., tremorsense 480 ft., darkvision Legendary Actions
120 ft., passive Perception 22 The dragon can take 3 legendary actions, choosing from
Languages Common, Draconic the options below. Only one legendary action option
Challenge 16 (15,000 XP) can be used at a time and only at the end of another
creature's turn. The dragon regains spent legendary
Legendary Resistance (3/Day). If the dragon fails a saving actions at the start of its turn.
throw, it can choose to succeed instead.
Detect. The dragon makes a Wisdom (Perception)
Actions check.

Multiattack. The dragon can use its Frightful Presence. It Tail Attack. The dragon makes a tail attack.
then makes three attacks: one with its bite and two with Burrowing Attack (Costs 2 Actions). The dragon thrashes,
its claws. burrowing into the ground without provoking
opportunity attacks. Each creature within 5 feet of the
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one dragon must succeed on a DC 20 Strength saving throw
target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) or be knocked prone. The dragon can then burrow up to
acid damage. half its burrowing speed before rising to the surface and
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one making a bite attack. The dragon has advantage on the
target. Hit: 14 (2d6 + 7) piercing damage. attack roll.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one
target. Hit: 16 (2d8 + 7) piercing damage.

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Ancient Brown Dragon Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Gargantuan dragon, neutral evil
must succeed on a DC 20 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
Armor Class 21 (natural armour) the saving throw at the end of each of its turns, ending
Hit Points 481 (26d20 + 208) the effect on itself on a success. If a creature's saving
Speed 40 ft., burrow 40 ft. throw is successful or the effect ends for it, the creature
is immune to the dragon's Frightful Presence for the
next 24 hours.
STR DEX CON INT WIS CHA
Acid Breath (Recharge 5-6). The dragon exhales acid in a
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5) 90-foot line that is 5 feet wide. Each creature in that line
must make a DC 23 Dexterity saving throw, taking 90
Saving Throws Dex +7, Con +15, Wis +10, Cha +12 (20d8) acid damage on a failed save, or half as much
Skills Perception +17, Stealth +7 damage on a successful one.
Damage Immunities acid
Senses blindsight 60 ft., tremorsense 480 ft., darkvision Legendary Actions
120 ft., passive Perception 27 The dragon can take 3 legendary actions, choosing from
Languages Common, Draconic the options below. Only one legendary action option
Challenge 23 (32,500 XP) can be used at a time and only at the end of another
creature's turn. The dragon regains spent legendary
Legendary Resistance (3/Day). If the dragon fails a saving actions at the start of its turn.
throw, it can choose to succeed instead.
Detect. The dragon makes a Wisdom (Perception)
Actions check.

Multiattack. The dragon can use its Frightful Presence. It Tail Attack. The dragon makes a tail attack.
then makes three attacks: one with its bite and two with Burrowing Attack (Costs 2 Actions). The dragon thrashes,
its claws. burrowing into the ground without provoking
opportunity attacks. Each creature within 10 feet of the
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one dragon must succeed on a DC 24 Strength saving throw
target. Hit: 20 (2d10 + 9) piercing damage plus 14 or be knocked prone. The dragon can then burrow up to
(4d6) acid damage. half its burrowing speed before rising to the surface and
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., making a bite attack. The dragon has advantage on the
one target. Hit: 16 (2d6 + 9) slashing damage. attack roll.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
target. Hit: 18 (2d8 + 9) bludgeoning damage.

Deep Dragon
Deep dragons are the type of dragon most often found in the
underdark. They are neither chromatic nor metallic. Their
breath weapon is a cone of gas, and they have natural
truesight instead of darkvision. They can detect magic, are
immune to charm, and have resistance (but not immunity) to
cold and fire. As they age they gain the ability to polymorph
into a wingless snake and then a humanoid. Ordinarily, a deep
dragon would have both by the time they become medium-
sized (AKA, a wyrmling in 5e). I decided to give the wyrmling
access to the snake form but save the humanoid form for
young and older. Ordinarily they are limited to a certain
number of uses per day, but that seemed silly to me. Like most
dragons in 3.0, deep dragons have a slew of spell-like abilities,
of which I've removed most of them. Deep dragons have the
same number of Hit Dice as blue and brown dragons, but are
smaller; using the same method as I used for brown dragons,
they are (again, ugh) almost identical to blue dragons in terms
of core statistics but should age slower. Deep dragons are
born extraordinarily intelligent but grow in intelligence slower
than other dragons; for my conversion, I had the ancient deep
dragon equal the green in intelligence and let it start out
knowing Undercommon.

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Deep Dragon Wyrmling Sense Magic. The dragon senses magic within 120 feet
of it at will. This trait otherwise works like the detect
Medium dragon, chaotic evil
magic spell but isn't itself magical.

Armor Class 17 (natural armour) in dragon form, 11 Shapechanger. The dragon can use its action to
(natural armour) in serpentine form polymorph into its serpentine form, or back into its true
Hit Points 52 (8d8 + 16) form. Its statistics, other than its AC, are the same in
Speed 30 ft., burrow 15 ft., fly 60 ft., swim 20 ft. each form. Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies.

STR DEX CON INT WIS CHA Actions


17 (+3) 10 (+0) 15 (+2) 16 (+3) 13 (+1) 17 (+3) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6)
acid damage.
Saving Throws Dex +2, Con +4, Wis +3, Cha +4
Skills Perception +5, Stealth +2 Constrict (Serpentine Form Only). Melee Weapon Attack:
Damage Resistances cold, fire +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3)
Condition Immunities charmed bludgeoning damage, and the target is grappled (escape
Senses blindsight 10 ft., truesight 60 ft., passive DC 13). Until this grapple ends, the creature is
Perception 14 restrained, and the dragon can't constrict another target.
Languages Draconic, Undercommon
Challenge 3 (700 XP) Acid Breath (Recharge 5-6). The dragon exhales corrosive
gas in a 15-foot cone. Each creature in that area must
make a DC 12 Dexterity saving throw, taking 22 (5d8)
acid damage on a failed save, or half as much damage
on a successful one.

Young Deep Dragon Multiattack. The dragon makes three attacks: one with its
Large dragon, chaotic evil bite and two with its claws. If the dragon is in its
serpentine form, it can constrict once in place of its two
claw attacks.
Armor Class 18 (natural armour) in dragon form, 12
(natural armour) in serpentine form Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Hit Points 152 (16d10 + 64) target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6)
Speed 40 ft., burrow 20 ft., fly 80 ft., swim 30 ft. acid damage.
Claw (Dragon Form Only). Melee Weapon Attack: +9 to
STR DEX CON INT WIS CHA hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing
damage.
21 (+5) 10 (+0) 19 (+4) 18 (+4) 15 (+2) 18 (+4)
Constrict (Serpentine Form Only). Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5)
Saving Throws Dex +4, Con +8, Wis +6, Cha +8 bludgeoning damage, and the target is grappled (escape
Skills Perception +10, Stealth +4 DC 17). Until this grapple ends, the creature is
Damage Resistances cold, fire restrained, and the dragon can't constrict another target.
Condition Immunities charmed
Senses blindsight 30 ft., truesight 120 ft., passive Acid Breath (Recharge 5-6). The dragon exhales corrosive
Perception 20 gas in a 30-foot cone. Each creature in that area must
Languages Draconic, Undercommon make a DC 16 Dexterity saving throw, taking 54 (12d8)
Challenge 9 (5,000 XP) acid damage on a failed save, or half as much damage
on a successful one.
Sense Magic. The dragon senses magic within 120 feet Change Shape. The dragon polymorphs into a Medium
of it at will. This trait otherwise works like the detect humanoid that has a challenge rating no higher than its
magic spell but isn't itself magical. own, or back into its true form. It reverts to its true form
if it dies. Any equipment it is wearing or carrying isn't
Shapechanger. The dragon can use its action to transformed. In its new form, the dragon retains its
polymorph into its serpentine form, or back into its true alignment and hit points, its Intelligence, Wisdom, and
form. Its statistics, other than its AC, are the same in Charisma scores, as well as this action. Its statistics and
each form. Any equipment it is wearing or carrying isn't capabilities are otherwise replaced by those of the new
transformed. It reverts to its true form if it dies. form, except any class features or legendary actions of
Actions that form.

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Adult Deep Dragon Constrict (Serpentine Form Only). Melee Weapon Attack:
+12 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7)
Huge dragon, chaotic evil
bludgeoning damage, and the target is grappled (escape
DC 20). Until this grapple ends, the creature is
Armor Class 19 (natural armour) in dragon form, 13 restrained, and the dragon can't constrict another target.
(natural armour) in serpentine form
Hit Points 225 (18d12 + 108) Frightful Presence. Each creature of the dragon's choice
Speed 40 ft., burrow 20 ft., fly 80 ft., swim 30 ft. that is within 120 feet of the dragon and aware of it
must succeed on a DC 17 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
STR DEX CON INT WIS CHA the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
25 (+7) 10 (+0) 23 (+6) 20 (+5) 17 (+3) 19 (+4) throw is successful or the effect ends for it, the creature
is immune to the dragon's Frightful Presence for the
Saving Throws Dex +5, Con +11, Wis +8, Cha +9 next 24 hours.
Skills Perception +13, Stealth +5 Acid Breath (Recharge 5-6). The dragon exhales corrosive
Damage Resistances cold, fire gas in a 60-foot cone. Each creature in that area must
Condition Immunities charmed make a DC 19 Dexterity saving throw, taking 67 (15d8)
Senses blindsight 60 ft., truesight 120 ft., passive acid damage on a failed save, or half as much damage
Perception 23 on a successful one.
Languages Draconic, Undercommon
Challenge 16 (15,000 XP) Change Shape. The dragon polymorphs into a Medium
humanoid that has a challenge rating no higher than its
Sense Magic. The dragon senses magic within 120 feet own, or back into its true form. It reverts to its true form
of it at will. This trait otherwise works like the detect if it dies. Any equipment it is wearing or carrying isn't
magic spell but isn't itself magical. transformed. In its new form, the dragon retains its
alignment and hit points, its Intelligence, Wisdom, and
Shapechanger. The dragon can use its action to Charisma scores, as well as this action. Its statistics and
polymorph into its serpentine form, or back into its true capabilities are otherwise replaced by those of the new
form. Its statistics, other than its AC, are the same in form, except any class features or legendary actions of
each form. Any equipment it is wearing or carrying isn't that form.
transformed. It reverts to its true form if it dies.
Legendary Actions
Legendary Resistance (3/Day). If the dragon fails a saving
throw, it can choose to succeed instead. The dragon can take 3 legendary actions, choosing from
the options below. Only one legendary action option
Actions can be used at a time and only at the end of another
creature's turn. The dragon regains spent legendary
Multiattack. The dragon can use its Frightful Presence. It actions at the start of its turn.
then makes three attacks: one with its bite and two with
its claws. If the dragon is in its serpentine form, it can Detect. The dragon makes a Wisdom (Perception)
constrict once in place of its two claw attacks. check.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) Wing Attack (Costs 2 Actions). The dragon beats its
acid damage. wings. Each creature within 10 feet of the dragon must
Claw (Dragon Form Only). Melee Weapon Attack: +12 to succeed on a DC 20 Dexterity saving throw or take 14
hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing (2d6 + 7) bludgeoning damage and be knocked prone.
damage. The dragon can then fly up to half its flying speed.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one
target. Hit: 16 (2d8 + 7) piercing damage.

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Ancient Deep Dragon Constrict (Serpentine Form Only). Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9)
Gargantuan dragon, chaotic evil
bludgeoning damage, and the target is grappled (escape
DC 24). Until this grapple ends, the creature is
Armor Class 22 (natural armour) in dragon form, 16 restrained, and the dragon can't constrict another target.
(natural armour) in serpentine form
Hit Points 481 (26d20 + 208) Frightful Presence. Each creature of the dragon's choice
Speed 40 ft., burrow 20 ft., fly 80 ft., swim 30 ft. that is within 120 feet of the dragon and aware of it
must succeed on a DC 20 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
STR DEX CON INT WIS CHA the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
29 (+9) 10 (+0) 27 (+8) 21 (+5) 19 (+4) 21 (+5) throw is successful or the effect ends for it, the creature
is immune to the dragon's Frightful Presence for the
Saving Throws Dex +7, Con +15, Wis +11, Cha +12 next 24 hours.
Skills Perception +18, Stealth +7 Acid Breath (Recharge 5-6). The dragon exhales corrosive
Damage Resistances cold, fire gas in a 90-foot cone. Each creature in that area must
Condition Immunities charmed make a DC 23 Dexterity saving throw, taking 90 (20d8)
Senses blindsight 60 ft., truesight 120 ft., passive acid damage on a failed save, or half as much damage
Perception 28 on a successful one.
Languages Draconic, Undercommon
Challenge 23 (32,500 XP) Change Shape. The dragon polymorphs into a Medium
humanoid that has a challenge rating no higher than its
Sense Magic. The dragon senses magic within 120 feet own, or back into its true form. It reverts to its true form
of it at will. This trait otherwise works like the detect if it dies. Any equipment it is wearing or carrying isn't
magic spell but isn't itself magical. transformed. In its new form, the dragon retains its
alignment and hit points, its Intelligence, Wisdom, and
Shapechanger. The dragon can use its action to Charisma scores, as well as this action. Its statistics and
polymorph into its serpentine form, or back into its true capabilities are otherwise replaced by those of the new
form. Its statistics, other than its AC, are the same in form, except any class features or legendary actions of
each form. Any equipment it is wearing or carrying isn't that form.
transformed. It reverts to its true form if it dies.
Legendary Actions
Legendary Resistance (3/Day). If the dragon fails a saving
throw, it can choose to succeed instead. The dragon can take 3 legendary actions, choosing from
the options below. Only one legendary action option
Actions can be used at a time and only at the end of another
creature's turn. The dragon regains spent legendary
Multiattack. The dragon can use its Frightful Presence. It actions at the start of its turn.
then makes three attacks: one with its bite and two with
its claws. If the dragon is in its serpentine form, it can Detect. The dragon makes a Wisdom (Perception)
constrict once in place of its two claw attacks. check.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 20 (2d10 + 9) piercing damage plus 14 Wing Attack (Costs 2 Actions). The dragon beats its
(4d6) acid damage. wings. Each creature within 10 feet of the dragon must
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., succeed on a DC 24 Dexterity saving throw or take 16
one target. Hit: 16 (2d6 + 9) slashing damage. (2d6 + 9) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
target. Hit: 18 (2d8 + 9) bludgeoning damage.

This - and its Charisma score - are entirely so it meets the


Fang Dragon minimum requirements for learning new spells. CR 3 and +1
I've increased the CR and Charisma of the Fang Dragon Charisma for shield. CR 9 and +2 for dispel magic. And so on.
wholly out of a desire that the dragon should, RAW, be able to With these minimums it could still be a CR 18 ancient and
learn the traditional Fang Dragon racial spells at a reasonable learn globe of invulnerability, but that seems unnecessary
rate using the Dragons as Innate Spellcasters variant. So, sue since it's supposed to equal to the white dragon (CR 20)
me. I might make a more faithful conversion CR-wise in the anyways.
future, but for this conversion, I was focusing on spell- Fang dragons are dumber and less charismatic than
availability faithfulness. The dragon starts out as powerful as average for a dragon, roughly on-par with black dragons.
a blue, but begins to taper off to green and eventually ends Instead of a breath weapon, a fang dragon's bite drains vitality;
alongside white, where it is in 3.0 and probably should be. in 3.0 this was represented by Constitution drain, but I just
went with necrotic damage that can't be healed. Their natural
attacks also deal more damage.

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Fang Dragon Magic Young Fang Dragon


Fang dragons are especially magical creatures, even Large dragon, chaotic neutral
among dragons. Unlike most dragon races, Fang
wyrmlings can cast spells innately. Almost all fang Armor Class 18 (natural armour)
dragons use the "Dragons as Innate Spellcasters" Hit Points 152 (16d10 + 64)
variant, and are able to cast the following spells Speed 40 ft., fly 80 ft.
1/day: Wyrmling. shield Young. shield, dispel magic
Adult. shield, dispel magic, telekinesis Ancient.
shield, dispel magic, telekinesis, globe of STR DEX CON INT WIS CHA
invulnerability
21 (+5) 10 (+0) 19 (+4) 12 (+1) 11 (+0) 15 (+2)

Saving Throws Dex +4, Con +8, Wis +4, Cha +6


Skills Perception +8, Stealth +4
Senses blindsight 30 ft., darkvision 120 ft., passive
Fang Dragon Wyrmling Perception 18
Medium dragon, chaotic neutral Languages Common, Draconic
Challenge 9 (5,000 XP)
Armor Class 17 (natural armour)
Hit Points 52 (8d8 + 16) Sense Magic. The dragon senses magic within 120
Speed 30 ft., fly 60 ft. feet of it at will. This trait otherwise works like the
detect magic spell but isn't itself magical.
Mimicry. The dragon can mimic animal sounds and
STR DEX CON INT WIS CHA humanoid voices. A creature that hears the sounds
17 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 13 (+1) can tell they are imitations with a successful DC 14
Wisdom (Insight) check.
Saving Throws Dex +2, Con +4, Wis +2, Cha +3 Actions
Skills Perception +4, Stealth +2
Senses blindsight 10 ft., darkvision 60 ft., passive Multiattack. The dragon makes three attacks: one
Perception 14 with its bite and two with its claws.
Languages Draconic
Challenge 3 (700 XP) Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 18 (2d12 + 5) piercing damage plus
Sense Magic. The dragon senses magic within 120 18 (4d8) necrotic damage. The target's hit point
feet of it at will. This trait otherwise works like the maximum is reduced by an amount equal to the
detect magic spell but isn't itself magical. necrotic damage taken. This reduction lasts until the
target finishes a long rest. The target dies if this
Mimicry. The dragon can mimic animal sounds and effect reduces its hit point maximum to 0.
humanoid voices. A creature that hears the sounds Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
can tell they are imitations with a successful DC 11 one target. Hit: 14 (2d8 + 5) piercing damage. If the
Wisdom (Insight) check. target is a creature, it must succeed on a DC 17
Strength saving throw or be knocked prone.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) piercing damage plus 9
(2d8) necrotic damage. The target's hit point
maximum is reduced by an amount equal to the
necrotic damage taken. This reduction lasts until the
target finishes a long rest. The target dies if this
effect reduces its hit point maximum to 0.

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Adult Fang Dragon Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 19 (2d12 + 6) piercing damage plus 27
Huge dragon, chaotic neutral
(6d8) necrotic damage. The target's hit point maximum
is reduced by an amount equal to the necrotic damage
Armor Class 19 (natural armour) taken. This reduction lasts until the target finishes a long
Hit Points 207 (18d12 + 90) rest. The target dies if this effect reduces its hit point
Speed 40 ft., fly 80 ft. maximum to 0.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 15 (2d8 + 6) piercing damage. If the target
is a creature, it must succeed on a DC 19 Strength
23 (+6) 10 (+0) 21 (+5) 14 (+2) 13 (+1) 17 (+3) saving throw or be knocked prone.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
Saving Throws Dex +5, Con +10, Wis +6, Cha +8 target. Hit: 17 (2d10 + 6) piercing damage. If the target
Skills Perception +11, Stealth +5 is a creature, it must succeed on a DC 19 Strength
Senses blindsight 60 ft., darkvision 120 ft., passive saving throw or be knocked prone.
Perception 21
Languages Common, Draconic Frightful Presence. Each creature of the dragon's choice
Challenge 15 (13,000 XP) that is within 120 feet of the dragon and aware of it
must succeed on a DC 16 Wisdom saving throw or
Sense Magic. The dragon senses magic within 120 feet become frightened for 1 minute. A creature can repeat
of it at will. This trait otherwise works like the detect the saving throw at the end of each of its turns, ending
magic spell but isn't itself magical. the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature
Legendary Resistance (3/Day). If the dragon fails a saving is immune to the dragon's Frightful Presence for the
throw, it can choose to succeed instead. next 24 hours.
Mimicry. The dragon can mimic animal sounds and Legendary Actions
humanoid voices. A creature that hears the sounds can
tell they are imitations with a successful DC 16 Wisdom The dragon can take 3 legendary actions, choosing from
(Insight) check. the options below. Only one legendary action option
can be used at a time and only at the end of another
Actions creature's turn. The dragon regains spent legendary
actions at the start of its turn.
Multiattack. The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two with Detect. The dragon makes a Wisdom (Perception)
its claws. check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 10 feet of the dragon must
succeed on a DC 19 Dexterity saving throw or take 15
(2d8 + 6) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.

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Ancient Fang Dragon Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one
target. Hit: 21 (2d12 + 8) piercing damage plus 36
Gargantuan dragon, chaotic neutral
(8d8) necrotic damage. The target's hit point maximum
is reduced by an amount equal to the necrotic damage
Armor Class 20 (natural armour) taken. This reduction lasts until the target finishes a long
Hit Points 333 (18d20 + 144) rest. The target dies if this effect reduces its hit point
Speed 40 ft., fly 80 ft. maximum to 0.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA one target. Hit: 17 (2d8 + 8) slashing damage. If the
target is a creature, it must succeed on a DC 22
26 (+8) 10 (+0) 26 (+8) 16 (+3) 15 (+2) 19 (+4) Strength saving throw or be knocked prone.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
Saving Throws Dex +6, Con +14, Wis +8, Cha +10 target. Hit: 19 (2d10 + 8) bludgeoning damage. If the
Skills Perception +14, Stealth +6 target is a creature, it must succeed on a DC 22
Senses blindsight 60 ft., darkvision 120 ft., passive Strength saving throw or be knocked prone.
Perception 24
Languages Common, Draconic Frightful Presence. Each creature of the dragon's choice
Challenge 20 (24,500 XP) that is within 120 feet of the dragon and aware of it
must succeed on a DC 18 Wisdom saving throw or
Sense Magic. The dragon senses magic within 120 feet become frightened for 1 minute. A creature can repeat
of it at will. This trait otherwise works like the detect the saving throw at the end of each of its turns, ending
magic spell but isn't itself magical. the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature
Legendary Resistance (3/Day). If the dragon fails a saving is immune to the dragon's Frightful Presence for the
throw, it can choose to succeed instead. next 24 hours.
Mimicry. The dragon can mimic animal sounds and Legendary Actions
humanoid voices. A creature that hears the sounds can
tell they are imitations with a successful DC 18 Wisdom The dragon can take 3 legendary actions, choosing from
(Insight) check. the options below. Only one legendary action option
can be used at a time and only at the end of another
Actions creature's turn. The dragon regains spent legendary
actions at the start of its turn.
Multiattack. The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two with Detect. The dragon makes a Wisdom (Perception)
its claws. check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 15 feet of the dragon must
succeed on a DC 22 Dexterity saving throw or take 17
(2d8 + 8) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.

I simplified the dragon's Shapechanger ability significantly


Song Dragon to make it easier to use. Since the dragon's Dexterity is
Song dragons are a rare race of dragons that prefer life already 10 I didn't bother changing it, and changing the
among humans. They are generally benign, being either Constitution forces so many other changes to the statblock
chaotic good or neutral. They are neither chromatic nor that I didn't think it was worth the space; the Strength
metallic. Their breath weapon is a cone of electrically-charged decrease is the most important part, since a normal human
gas. They can freely take a unique (female) humanoid form, shouldn't be as strong as a full-sized dragon. This is
have a limited-range True Seeing, and can speak any convenient, since song dragons are not proficient in Strength
language. They have a series of spell-like abilities, but those saves or any Strength-based skills and lose all of their natural
can be easily covered by the Dragons and Innate Spellcasters attacks.
variant and none of them are super race-defining.
A song dragon's alternate form is always an attractive
female of 20 to 30 years in age. I thought about changing that
and giving them a wider range of possible forms since that
seems vaguely sexist, but that's not really my place. The lore is
the lore, and my name ain't Ed. However, that seems like a
good change to make in your own Forgotten Realms games,
and one I might make when I run these dragons myself.

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Song Dragon Magic Young Song Dragon


Some song dragons are capable of casting a small Large dragon, chaotic good
number of racial spells. Many song dragons use the
"Dragons as Innate Spellcasters" variant, and are Armor Class 18 (natural armour)
able to cast the following spells 1/day: Young. Hit Points 136 (16d10 + 48)
darkness, feather fall, light Adult. darkness, feather Speed 40 ft., fly 80 ft.
fall, light, polymorph Ancient. darkness, feather fall,
light, polymorph, teleport
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 16 (+3) 13 (+1) 17 (+3)

Saving Throws Dex +3, Con +6, Wis +4, Cha +6


Song Dragon Wyrmling Skills Insight +4, Perception +7, Persuasion +6,
Medium dragon, chaotic good Stealth +3
Damage Immunities lightning, poison
Condition Immunities poisoned
Armor Class 17 (natural armour) in dragon form Senses blindsight 30 ft., darkvision 120 ft., truesight
Hit Points 38 (7d8 + 7) 15 ft., passive Perception 17
Speed 30 ft., fly 60 ft. Languages Common, Draconic
Challenge 8 (3,900 XP)
STR DEX CON INT WIS CHA
Shapechanger. The dragon can use its action to
15 (+2) 10 (+0) 13 (+1) 14 (+2) 11 (+0) 15 (+2) polymorph into its human form, or back into its true
form. Reverting to its true form destroys any armour
Saving Throws Dex +2, Con +2, Wis +2, Cha +4 or clothing the dragon is wearing. While in human
Skills Insight +2, Perception +4, Persuasion +4, form, the dragon's walking speed is 30 feet and can
Stealth +2 no longer fly. Its AC becomes 10, and its Strength
Damage Immunities lightning, poison score becomes 10 (+0). Its other statistics remain
Condition Immunities poisoned unchanged. Any equipment it is wearing or carrying
Senses blindsight 10 ft., truesight 60 ft., passive isn't transformed. It reverts to its true form if it dies.
Perception 14
Languages Draconic Multiattack. The dragon makes three attacks: one
Challenge 2 (450 XP) with its bite and two with its claws. If the dragon is in
its human form, it instead makes three attacks with
its rapier.
Shapechanger. The dragon can use its action to
polymorph into its human form, or back into its true Bite (Dragon Form Only). Melee Weapon Attack: +7
form. Reverting to its true form destroys any armour to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4)
or clothing the dragon is wearing. While in human piercing damage plus 7 (2d6) lightning damage.
form, the dragon's walking speed is 30 feet and can Claw (Dragon Form Only). Melee Weapon Attack: +7
no longer fly. Its AC becomes 10, and its Strength to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
score becomes 10 (+0). Its other statistics remain piercing damage.
unchanged. Any equipment it is wearing or carrying
isn't transformed. It reverts to its true form if it dies. Rapier (Human Form Only). Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing
Actions damage.
Bite (Dragon Form Only). Melee Weapon Attack: +4 Lightning Breath (Dragon Form Only, Recharge 5-6).
to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) The dragon exhales electrically charged gas in a 30-
piercing damage plus 3 (1d6) lightning damage. foot cone. Each creature in that area must make a DC
14 Dexterity saving throw, taking 42 (12d6)
Rapier (Human Form Only). Melee Weapon Attack: +2 lightning damage on a failed save, or half as much
to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage on a successful one.
damage.
Lightning Breath (Dragon Form Only, Recharge 5-6).
The dragon exhales electrically charged gas in a 15-
foot cone. Each creature in that area must make a DC
11 Dexterity saving throw, taking 21 (6d6) lightning
damage on a failed save, or half as much damage on
a successful one.

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Adult Song Dragon Claw (Dragon Form Only). Melee Weapon Attack: +11 to
hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing
Huge dragon, chaotic good
damage.

Armor Class 19 (natural armour) Tail (Dragon Form Only). Melee Weapon Attack: +11 to
Hit Points 207 (18d12 + 90) hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) piercing
Speed 40 ft., fly 80 ft. damage.
Rapier (Human Form Only). Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.
STR DEX CON INT WIS CHA
Frightful Presence (Dragon Form Only). Each creature of
23 (+6) 10 (+0) 21 (+5) 18 (+4) 15 (+2) 19 (+4) the dragon's choice that is within 120 feet of the
dragon and aware of it must succeed on a DC 17
Saving Throws Dex +5, Con +10, Wis +7, Cha +9 Wisdom saving throw or become frightened for 1
Skills Insight +7, Perception +12, Persuasion +9, Stealth minute. A creature can repeat the saving throw at the
+5 end of each of its turns, ending the effect on itself on a
Damage Immunities lightning, poison success. If a creature's saving throw is successful or the
Condition Immunities poisoned effect ends for it, the creature is immune to the
Senses blindsight 60 ft., darkvision 120 ft., truesight 15 dragon's Frightful Presence for the next 24 hours.
ft., passive Perception 22 Lightning Breath (Dragon Form Only, Recharge 5-6). The
Languages Common, Draconic dragon exhales electrically charged gas in a 60-foot
Challenge 15 (13,000 XP) cone. Each creature in that area must make a DC 18
Dexterity saving throw, taking 56 (16d6) lightning
Shapechanger. The dragon can use its action to damage on a failed save, or half as much on a successful
polymorph into its human form, or back into its true one.
form. Reverting to its true form destroys any armour or
clothing the dragon is wearing. While in human form, Legendary Actions
the dragon's walking speed is 30 feet and can no longer The dragon can take 3 legendary actions, choosing from
fly. Its AC becomes 10, and its Strength score becomes the options below. Only one legendary action option
10 (+0). Its other statistics remain unchanged. Any can be used at a time and only at the end of another
equipment it is wearing or carrying isn't transformed. It creature's turn. The dragon regains spent legendary
reverts to its true form if it dies. actions at the start of its turn.
Legendary Resistance (3/Day). If the dragon fails a saving Detect. The dragon makes a Wisdom (Perception)
throw, it can choose to succeed instead. check.
Actions Tail Attack (Dragon Form Only). The dragon makes a tail
Multiattack. The dragon can use its Frightful Presence. It attack.
then makes three attacks: one with its bite and two with Wing Attack (Dragon Form Only, Costs 2 Actions). The
its claws. If the dragon is in its human form, it instead dragon beats its wings. Each creature within 10 feet of
makes three attacks with its rapier. the dragon must succeed on a DC 19 Dexterity saving
throw or take 13 (2d6 + 6) bludgeoning damage and be
Bite (Dragon Form Only). Melee Weapon Attack: +11 to knocked prone. The dragon can then fly up to half its
hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing flying speed.
damage plus 7 (2d6) lightning damage.

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Ancient Song Dragon Claw (Dragon Form Only). Melee Weapon Attack: +15 to
hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing
Gargantuan dragon, chaotic good
damage.

Armor Class 21 (natural armour) Tail (Dragon Form Only). Melee Weapon Attack: +15 to
Hit Points 385 (22d20 + 154) hit, reach 20 ft., one target. Hit: 17 (2d8 + 8)
Speed 40 ft., fly 80 ft. bludgeoning damage.
Rapier (Human Form Only). Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.
STR DEX CON INT WIS CHA
Frightful Presence (Dragon Form Only). Each creature of
27 (+8) 10 (+0) 25 (+7) 20 (+5) 17 (+3) 21 (+5) the dragon's choice that is within 120 feet of the
dragon and aware of it must succeed on a DC 20
Saving Throws Dex +7, Con +14, Wis +10, Cha +12 Wisdom saving throw or become frightened for 1
Skills Insight +10, Perception +17, Persuasion +12, minute. A creature can repeat the saving throw at the
Stealth +7 end of each of its turns, ending the effect on itself on a
Damage Immunities lightning, poison success. If a creature's saving throw is successful or the
Condition Immunities poisoned effect ends for it, the creature is immune to the
Senses blindsight 60 ft., darkvision 120 ft., truesight 15 dragon's Frightful Presence for the next 24 hours.
ft., passive Perception 27 Acid Breath (Dragon Form Only, Recharge 5-6). The
Languages Common, Draconic dragon exhales electrically charged gas in a 90-foot
Challenge 22 (30,000 XP) cone. Each creature in that area must make a DC 22
Dexterity saving throw, taking 77 (22d6) lightning
Shapechanger. The dragon can use its action to damage on a failed save, or half as much on a successful
polymorph into its human form, or back into its true one.
form. Reverting to its true form destroys any armour or
clothing the dragon is wearing. While in human form, Legendary Actions
the dragon's walking speed is 30 feet and can no longer The dragon can take 3 legendary actions, choosing from
fly. Its AC becomes 10, and its Strength score becomes the options below. Only one legendary action option
10 (+0). Its other statistics remain unchanged. Any can be used at a time and only at the end of another
equipment it is wearing or carrying isn't transformed. It creature's turn. The dragon regains spent legendary
reverts to its true form if it dies. actions at the start of its turn.
Legendary Resistance (3/Day). If the dragon fails a saving Detect. The dragon makes a Wisdom (Perception)
throw, it can choose to succeed instead. check.
Actions Tail Attack (Dragon Form Only). The dragon makes a tail
Multiattack. The dragon can use its Frightful Presence. It attack.
then makes three attacks: one with its bite and two with Wing Attack (Dragon Form Only, Costs 2 Actions). The
its claws. If the dragon is in its human form, it instead dragon beats its wings. Each creature within 10 feet of
makes three attacks with its rapier. the dragon must succeed on a DC 23 Dexterity saving
throw or take 15 (2d6 + 8) bludgeoning damage and be
Bite (Dragon Form Only). Melee Weapon Attack: +15 to knocked prone. The dragon can then fly up to half its
hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing flying speed.
damage plus 14 (4d6) lightning damage.

Dragonkin
The dragonkin are a race of evil dragon-like humanoids,
similar to dragonborn (which they pre-date, to be clear) or
half-dragons. They can fly and can detect magic at will. They
often grab opponents' magic items and run off with them. I've
adjusted their ability scores and lowered their CR so they
work better in groups.

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Dragonkin Dread Warrior


Medium undead, neutral evil
Large monstrosity, chaotic evil
Armor Class 17 (splint)
Armor Class 15 (natural armour) Hit Points 26 (4d8 + 8)
Hit Points 30 (4d10 + 8) Speed 30 ft.
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 15 (+2) 5 (−3) 11 (+0) 6 (−2)
18 (+4) 13 (+1) 15 (+2) 10 (+0) 13 (+1) 12 (+1)
Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 11 Languages Common
Languages Draconic Challenge 1 (450 XP)
Challenge 2 (450 XP)
Brute. A melee weapon deals one extra die of its
Sense Magic. The dragonkin senses magic within 30 damage when the dread warrior hits with it (included
feet of it at will. This trait otherwise works like the in the attack).
detect magic spell but isn't itself magical.
Actions
Actions
Multiattack. The dread warrior makes two melee
Multiattack. The dragonkin makes two melee attacks. attacks.
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., Longsword. Melee Weapon Attack: +5 to hit, reach 5
one target. Hit: 15 (2d10 + 4) piercing damage. ft., one target. Hit: 12 (2d8 + 3) slashing damage, or
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 14 (2d10 + 3) slashing damage if used with two
one target. Hit: 13 (2d8 + 4) slashing damage. hands to make a melee attack.

Dread Warrior
The Dread Warrior is a type of corporeal undead similar to a Arctic Dwarf
wight, created from the body of a powerful fighter. Unlike Small humanoid (dwarf), lawful neutral
wights, most dread warriors are under the control of the their
creator, and do not create spawn. They are also quite dumb, Armor Class 11 (hide armour)
though they are have some intelligence. I dropped their CR Hit Points 13 (2d6 + 6)
significantly so that they work better as group monsters, and Speed 25 ft.
gave them the Bugbear's Brute trait to increase its damage
output.
STR DEX CON INT WIS CHA
Arctic Dwarf 17 (+3) 9 (−1) 16 (+3) 10 (+0) 11 (+0) 8 (−1)
Arctic Dwarves are a subrace of dwarves that live in cold
regions. Unlike most dwarves, they are small-sized, and are Damage Resistances poison
Damage Immunities cold
immune to cold. I've also included an Arctic Dwarf player race; Senses darkvision 60 ft., passive Perception 10
I'm not as good with races as I am with monsters, so it's not Languages Common, Dwarvish
perfect. Challenge 1/2 (100 XP)
I was most unsure of the cold immunity, but since Yuan-ti
Purebloods get poison immunity this sort of thing has Dwarven Resiliance. The dwarf has advantage on
precedence. saving throws against poison.

Actions
Greatclub. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 6
(1d6 + 3) piercing damage.

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Arctic Dwarf NPCs Urdunnir


When altering a generic NPC to be an arctic dwarf, Medium humanoid (dwarf), neutral
make the following adjustments to its statblock:
The dwarf's size is small. Armor Class 20 (plate, shield)
The dwarf's alignment is lawful neutral. Hit Points 42 (5d8 + 20)
The dwarf is resistant to poison damage and Speed 25 ft.
immune to cold damage.
The dwarf has darkvision out to 60 feet.
The dwarf has advantage on saving throws STR DEX CON INT WIS CHA
against poison. 16 (+3) 10 (+0) 19 (+4) 10 (+0) 13 (+1) 9 (−1)

Skills History +2
Arctic Dwarf Damage Resistances poison
Arctic dwarves are small but strong, and inured to the effects Senses darkvision 60 ft., passive Perception 11
of cold. Languages Dwarvish
Challenge 2 (450 XP)
Ability Score Increase. Your Strength score increases by
1. Dwarven Resiliance. The urdunnir has advantage on
Small Size. Unlike other dwarves, you are small sized. Your saving throws against poison.
speed is unchanged.
Arctic Immunity. You are immune to cold damage. Earth Glide. The urdunnir can burrow through
nonmagical, unworked earth and stone at a speed of
Urdunnir 30 feet. While doing so, the urdunnir does not
disturb the material it moves through.
The urdunnir are a magical and long-forgotten race of Actions
dwarves. They can walk through stone as if it were air, and
can stone shape and shape metal at will. There's no example Multiattack. The urdunnir makes two melee attacks.
statblock for an urdunnir NPC, but I figured that your average Warhammer. Melee Weapon Attack: +5 to hit, reach
Urdunnir soldier should be more powerful than any old dwarf. 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
Regardless, I would suggest using NPC statblocks with racial damage, or 8 (1d10 + 3) bludgeoning damage is
modifications instead of this statblock for most urdunnir; an used in two hands to make a melee attack.
urdunnir commoner should be a commoner with racial
modifications, while a powerful urdunnir warrior might be a Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
champion or warlord. This statblock just describes your range 100/400 ft., one target. Hit: 5 (1d10) piercing
average soldier. I used the orog as a power baseline - after all, damage.
in 3.0 an orog was an orc subrace just like how the urdunnir is Shape Metal or Stone. The urdunnir molds a metal or
a dwarf subrace. stone object. This magical ability is similar to the
Urdunnir often ready their action to use Shape Metal or stone shape spell but also affects metal. If the
Stone on incoming weapons. If the target fails the save, the urdunnir uses this ability on an object in another
attack only deals half damage, and the weapon is useless until creature's possession, the possessor can make a DC
repaired. 11 Dexterity saving throw. If the saving throw is
successful, it avoids the effects.

Urdunnir NPCs
When altering a generic NPC to be an urdunnir,
make the following adjustments to its statblock:
The urdunnir's alignment is neutral.
The urdunnir is proficient in History.
The urdunnir is resistant to poison damage.
The urdunnir has darkvision out to 60 feet.
The urdunnir has advantage on saving throws
against poison.
The urdunnir has the Earth Glide and Shape
Metal or Stone action options from the urdunnir
statblock. The save DC for Shape Metal or Stone
is Wisdom-based.

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Ghaunadan
The ghaunadans are shapeshifting ooze-creatures which serve
Ghaunadaur, the lord of oozes. Ghaunadans are resistant to
bludgeoning weapons and have the whole series of ooze
immunities in 3.0; I used the slithering tracker as a base for
condition immunities, since it's also an intelligent creature of
the ooze type, but removed all immunities that normal oozes
don't also have. In ooze form, the ghaunadan can paralyze
with its pseudopods or disarm opponents. In humanoid form,
they can charm with their gaze. I gave the ghaunadan higher
Dexterity to bring its damage up and high Constitution for
more hit points, and changed its humanoid form's weapon to a
rapier so that it is Dexterity-based. I also gave it the Brute trait
to increase its damage output; I'm wary of overusing the trait ,
but it seems like a better idea than giving it four attacks.
Ghaunadans who operate in human cities usually speak
Common as well.

Ghaunadan Brute. A melee weapon deals one extra die of its damage
when the ghaunadan hits with it (included in the attack).
Medium ooze (shapechanger), chaotic evil
Disarm (Ooze Form Only). The ghaunadan can attempt to
disarm a creature which strikes it with a melee weapon.
Armor Class 15 (natural armour)
A creature that attacks the ghaunadan with a melee
Hit Points 75 (10d8 + 30)
weapon mus succeed on a DC 11 Strength saving throw
Speed 30 ft.
or the weapon becomes stuck in the ghaunadan's body.

STR DEX CON INT WIS CHA


Actions
Multiattack. The ghaunadan makes two melee attacks.
13 (+1) 17 (+3) 16 (+3) 12 (+1) 12 (+1) 17 (+3)
Pseudopod (Ooze Form Only). Melee Weapon Attack: +5
Skills Deception +7, Stealth +7 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3)
Damage Resistances bludgeoning bludgeoning damage, and the target much succeed on a
Condition Immunities blinded, deafened, exhaustion, DC 13 Constitution saving throw be paralyzed. A
paralyzed, prone paralyzed creature can repeat the saving throw at the
Senses blindsight 60 ft., passive Perception 11 end of each of their turns, ending the effect on itself on
Languages Abyssal, Undercommon a success.
Challenge 4 (1,100 XP) Rapier (Humanoid Form Only). Melee Weapon Attack: +5
to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing
Shapechanger. The ghaunadan can use its action to damage.
polymorph into a humanoid form which is unique to the
ghaunadan, or back into its true form, which is an Charming Gaze (Humanoid Form Only). The ghaunadan
amorphous blob. Most ghaunadans appear as attractive targets one humanoid it can see within 30 feet of it. If
human males, but some have been known to take the the target can see the ghaunadan, the target must make
forms of drow females instead. Its statistics are the on a DC 13 Wisdom saving throw against the magic
same in each form. Any equipment it is wearing or gaze. If the target fails the saving throw, the ghaunadan
carrying isn't transformed. It reverts to its true form if it has advantage on Charisma ability checks against the
dies. target. This effect lasts as long as the ghaunadan is in
sight and remains in humanoid form.
Amorphous (Ooze Form Only). The ghaunadan can move
through a space as narrow as 1 inch wide without
squeezing.

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Fog Giant Phaerlin Giant


Weaker relatives of the cloud giants, fog giants lack the cloud Huge giant, neutral evil
giants' magical abilities and are able to hide in fog. They are
about as powerful as a stone giant. Armor Class 13 (natural armour)
Hit Points 76 (11d12 + 55)
Speed 20 ft.
Fog Giant
Huge giant, neutral good (50%) or neutral evil STR DEX CON INT WIS CHA
(50%) 21 (+5) 9 (−1) 18 (+4) 8 (−1) 8 (−8) 9 (−1)

Armor Class 14 (natural armour) Skills Perception +1


Hit Points 126 (11d12 + 55) Senses passive Perception 11
Speed 40 ft. Languages Common, Giant
Challenge 3 (2,900 XP)
STR DEX CON INT WIS CHA
Hide In Fog. While in fog, the giant can take the Hide
23 (+6) 10 (+0) 20 (+5) 13 (+1) 14 (+2) 11 (+0) action as a bonus action. The giant also advantage on
Dexterity (Stealth) checks made to hide in fog.
Saving Throws Con +8, Wis +5, Cha +3 Keen Smell. The giant has advantage on Wisdom
Skills Perception +5, Stealth +6 (Perception) checks that rely on smell.
Senses passive Perception 15
Languages Common, Giant Magic Resistance. The sinister has advantage on
Challenge 7 (2,900 XP) saving throws against spells and other magical
effects.
Hide In Fog. While in fog, the giant can take the Hide
action as a bonus action. The giant also advantage on Actions
Dexterity (Stealth) checks made to hide in fog. Mutliattack. The giant makes two claw attacks.

Actions Claw. Melee Weapon Attack: +7 to hit, reach 10 ft.,


one target. Hit: 10 (2d4 + 5) slashing damage.
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 10
ft., one target. Hit: 19 (3d8 + 6) bludgeoning
damage. Gibberling
Rock. Ranged Weapon Attack: +9 to hit, range Gibberlings are feral, pitiful creatures similar to goblins. They
60/240 ft., one target. Hit: 28 (4d10 + 6) piercing are fragile and weak. Their main special attack is their
damage. gibbering; in 3.0, it only affected creatures with 2 HD or fewer,
and even then only had a DC of 10. I did my best to re-
engineer the ability to fit with 5e conventions and still be not
too powerful. However, even in 3.0 the ability is horribly
Phaerlin Giant unspecific on how often the saves have to be made or if
Mutant giants warped by powerful magic, phaerlin giants are success grants immunity.
a slave race from the underdark. Unlike most giants they can't Additionally, gibberlings got attack bonuses against targets
catch or throw rocks, but they have a frightening presence and being grappled by other gibberlins (which increased
are resistant to magic. They are very weak for a true giant. depending on the number of grappling gibberlings); I've just
Oddly, phaerlin giants speak Giant and Common, despite substituted Pack Tactics, which is less fun but simpler and has
being from the Underdark. I was tempted to give them more precedence. Up to 3 gibberlings could occupy the same
Undercommon instead of Common, but that's not really my space, which is bound to have tons of rule problems in 5e but
place. hey, it probably caused tons of rule problems in 3.0 too. They
are immune to mind-affecting effects, but only because vermin
are; and since vermin, well, aren't in 5e, I've removed this.
They are also vulnerable to light and fire, but in nonstandard
ways. I've standardized their Light Vulnerability to fit with that
possessed by undead, but I did my best to convert the fire
vulnerability as it is intended to work.
All in all, this was a fun one to convert. There aren't too
many super-weak monsters in this book. My only gripe is the
five special traits for such a squishy monster.

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Gibberling Dekanter Goblin


Medium monstrosity (goblinoid), lawful evil
Small humanoid (gibberling), chaotic neutral
Armor Class 14 (natural armour)
Armor Class 10 Hit Points 26 (4d8 + 8)
Hit Points 7 (2d6) Speed 20 ft.
Speed 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 12 (+1) 13 (+1) 9 (−1)
10 (+0) 10 (+0) 10 (+0) 5 (−3) 7 (−2) 2 (−4)
Damage Resistances cold
Senses passive Perception 8 Senses passive Perception 11
Languages — Languages Goblin, Undercommon
Challenge 1/8 (25 XP) Challenge 1/2 (100 XP)

Bunching. Up to 3 gibberlings may occupy the same Regeneration. The goblin regains 5 hit points at the
5-by-5-foot space. start of its turn if it has at least 1 hit point.
Fire Fright. When the gibberling takes fire damage, it
must succeed on a DC 12 Wisdom saving throw or Actions
become frightened of the apparent source of the fire Multiattack. The goblin makes three attacks, one with
damage for 1 round. its horn and two with its claws.
Gibber. At the start of each of the gibberling's turns, Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
each creature within 200 feet of the gibberling that one target. Hit: 5 (1d4 + 3) piercing damage.
can hear its insane muttering must make a DC 6
Wisdom saving throw. A creature that fails its saving Horn. Melee Weapon Attack: +5 to hit, reach 5 ft.,
throw has disadvantage on attack rolls until the end one target. Hit: 6 (1d6 + 3) piercing damage.
of the gibberling's next turn. If a creature makes a
saving throw against this ability, it need not make
another until the beginning of its next turn.
Pack Tactics. The gibberling has advantage on an Golem, Gemstone
attack roll against a creature if at least one of the
gibberling's allies is within 5 feet of the creature and
There are three types of gemstone golems: ruby, emerald, and
the ally isn't incapacitated. diamond. Unlike typical golems, gemstone golems have
average Intelligence and above-average Dexterity. All
Sunlight Sensitivity. While in sunlight, the gibberling gemstone golems have Magic Immunity, and each has its own
has disadvantage on attack rolls, as well as on set of special vulnerabilities. I've replaced magic immunity
Wisdom (Perception) checks that rely on sight. with resistance, as is standard for golems in 5e
Actions (unfortunately). Also unfortunate is that special vulnerabilities
for golems have been largely removed (the only MM golem
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one which retains one is the flesh golem). Regardless, I've
target. Hit: 2 (1d4) piercing damage. converted them where they made sense.
One small note is that the ruby golem's statblock lists spell-
like abilities, but they aren't detailed anywhere. I can only
Goblin, Dekanter assume this is a mistake and the golem is not supposed to
have any.
Dekanter goblins are mutant goblinoids created by magic, I gave the diamond golem a +5 racial bonus to its innate
named after the mines of Dekanter from which they hail. They spellcasting save DC because it lacked any high mental ability
attack with their natural weapons, their horn and claws. Fast scores. That's not the sort of thing that's usually listed in
Healing isn't really a thing in 5e, so I've replaced it with monster statblock, since it apparently shouldn't matter in 5e,
Regeneration. but I couldn't stand not making a note somewhere.
Ruby golems have regeneration and love to grapple things.
Emerald golems have the ability to create teleportation
circles to random places.
Diamond golems can fire sunbeams and can use true strike
at will. Their melee attacks carry a targeted dispel magic, and
they are vulnerable to ki.

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Ruby Golem Emerald Golem


Large construct, unaligned
Large construct, unaligned
Armor Class 17 (natural armour)
Armor Class 16 (natural armour) Hit Points 171 (18d10 + 72)
Hit Points 152 (16d10 + 64) Speed 30 ft.
Speed 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 19 (+4) 10 (+0) 12 (+1) 1 (−5)
19 (+4) 12 (+1) 18 (+4) 10 (+0) 12 (+1) 1 (−5)
Damage Immunities poison, psychic; bludgeoning,
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons
piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion,
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
frightened, paralyzed, petrified, poisoned Senses passive Perception 11
Senses passive Perception 11 Languages understands Common and Mulhorandi but
Languages understands Common and Mulhorandi but can't speak
can't speak Challenge 9 (5,000 XP)
Challenge 9 (5,000 XP)
Emerald Gates (2/Day). The golem can use its action
Immutable Form. The golem is immune to any spell to create an emerald circle on the ground within 10
or effect that would alter its form. feet. The circle is a one-way portal to a random
Magic Resistance. The golem has advantage on saving destination that any emerald golem has ever seen on
throws against spells and other magical effects. the same plane of existence. The gate normally lasts
for 1 minute, but there is a 10% chance that the
Magic Weapons. The golem's weapon attacks are gate lasts for 1 hour instead.
magical.
Immutable Form. The golem is immune to any spell
Regeneration. The golem regains 10 hit points at the or effect that would alter its form.
start of its turn. If the golem takes thunder damage,
this trait doesn't function at the start of the golem's Magic Resistance. The golem has advantage on saving
next turn. The golem dies only if it starts its turn with throws against spells and other magical effects.
0 hit points and doesn't regenerate. Magic Weapons. The golem's weapon attacks are
magical.
Actions
Multiattack. The golem makes two slam attacks. Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 17 (3d8 + 4) bludgeoning damage, Slam. Melee Weapon Attack: +9 to hit, reach 5 ft.,
and the target is grappled (escape DC 16). one target. Hit: 18 (3d8 + 5) bludgeoning damage.

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I've removed the Magic Weapons trait as well, even though
the Thayan golem had magic weapons in 3.0. I figured that
Diamond Golem since it isn't a true golem and the trait was removed from
creatures such as demons upon their conversion, it made
Large construct, unaligned sense.
Armor Class 18 (natural armour)
Hit Points 210 (20d10 + 100)
Speed 30 ft. Thayan Golem
Medium construct, unaligned
STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 20 (+5) 10 (+0) 12 (+1) 1 (−5) Armor Class 15 (natural armour)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
Damage Immunities poison, psychic; bludgeoning,
piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, STR DEX CON INT WIS CHA
frightened, paralyzed, petrified, poisoned
Senses passive Perception 11 16 (+3) 16 (+3) 16 (+3) 3 (−4) 11 (+0) 1 (−5)
Languages understands Common and Mulhorandi but
can't speak Damage Resistances bludgeoning, piercing, and
Challenge 10 (5,900 XP) slashing from nonmagical weapons
Damage Immunities poison, psychic
Immutable Form. The golem is immune to any spell Condition Immunities charmed, exhaustion,
or effect that would alter its form. frightened, paralyzed, petrified, poisoned
Senses passive Perception 10
Innate Spellcasting. The golem's innate spellcasting Languages understands Common and Mulhorandi but
ability is Intelligence (spell save DC 17). It can can't speak
innately cast the following spells, requiring no Challenge 7 (2,900 XP)
material components:
At will: true strike Brute. A weapon deals one extra die of its damage
3/day: sunbeam when the golem hits with it (included in the attack).
Ki Vulnerability. When the golem is struck by an Magic Missile Immunity. The golem is immune to
unarmed attack by a creature which has the Ki- damage from magic missiles.
Empowered Strikes class feature, it takes an
additional 7 (2d6) damage. Actions
Magic Resistance. The golem has advantage on saving Multiattack. The golem makes three attacks.
throws against spells and other magical effects.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Magic Weapons. The golem's weapon attacks are one target. Hit: 10 (2d6 + 3) bludgeoning damage.
magical.
Bow. Ranged Weapon Attack: +6 to hit, range
Actions 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing
damage.
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 18 (3d8 + 5) bludgeoning damage,
and any spell of 9th-level or lower on the target ends. Green Warder
Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., Green warders are plant creatures created by the elves as
one target. Hit: 22 (3d10 + 6) bludgeoning damage. guards. They have a number of spell-like abilities: sleep once
every 1d3 rounds, confusion every 1d6 rounds, and alarm
2/day.
I was a little unhappy with having three different Innate
Thayan Golem Spellcasting traits, but having recharge-based entries on a list-
The thayan golem is a weaker type of golem, similar to the style Innate Spellcasting trait isn't really something that's
true golems but not as powerful. They are created by Thayan done. This way isn't as pretty, but it has more precedence.
wizards and most are sold to Sembian merchants. Unlike true
golems, they didn't have magic immunity but just spell
resistance and immunity to magic missile. Since golems are
already downgraded to Magic Resistance in 5e, I've removed
it entirely and just stuck to the magic missile immunity.

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Green Warder Groundling


Medium monstrosity (dwarf), lawful evil
Medium plant, chaotic good
Armor Class 14 (natural armour)
Armor Class 12 (natural armour) Hit Points 26 (4d8 + 8)
Hit Points 45 (7d8 + 14) Speed 20 ft., burrow 30 ft.
Speed 20 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 5 (−3) 12 (+1) 6 (−2)
15 (+2) 10 (+0) 14 (+2) 7 (−2) 16 (+3) 11 (+0)
Damage Resistances poison
Senses passive Perception 13 Senses passive Perception 11
Languages Elvish Languages Common, Dwarvish
Challenge 2 (450 XP) Challenge 1/2 (100 XP)

Alarm (2/Day). In a natural setting such as a forest or Dwarven Resiliance. The groundling has advantage on
underground, the warder can innately cast the alarm saving throws against poison.
spell, requiring no material components. Its
spellcasting ability is Wisdom. Keen Smell. The groundling has advantage on
Wisdom (Perception) checks that rely on smell.
Confusion (Recharge 6). The warder can innately cast
confusion (spell save DC 13), requiring no material Tunnel Fighter. The groundling does not have
components. Its spellcasting ability is Wisdom. A disadvantage on attack rolls while squeezing through
creature that succeeds on a saving throw against this a small space, such as a groundling tunnel.
trait has advantage on future saving throws against it
for 24 hours. Actions
Sleep (Recharge 5-6). The warder can innately cast Multiattack. The groundling makes two attacks, one
sleep, requiring no material components. Its with its bite and one with its claws.
spellcasting ability is Wisdom. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Actions target. Hit: 6 (1d8 + 2) piercing damage.

Multiattack. The warder makes two claw attacks. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage, and the
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., target is grappled (escape DC 12).
one target. Hit: 6 (1d8 + 2) slashing damage.

Gulguthydra
Groundling The gulguthydra is a hybrid creature that combines the
Groundlings are evil dwarven assassins magically attributes of a hydra and an otyugh. It lacks the hydra's
transformed to incorporate the features of giant badgers. They regeneration (and, thus, the players don't have to cut off its
have the magic and poison resistance of dwarves, and can heads), but it's big and mean and has a bunch of attacks, and
grab opponents to drag them beneath the surface. I removed has a naueseating stench.
the magic resistance, since dwarves don't get that in 5e. I gave The gulguthydra has significantly more hit points than a
them the dwarf subtype, even though they don't have it in 3.0, hydra with the same amount of heads - 172 for the
because having humanoid racial subtypes on a non-humanoid gulguthydra, 66 for the hydra - in 3.0. However, hydras were
monster is acceptable in 5e. given a significant power boost in 5e, and giving the
gulguthydra a proportional boost would make them way too
powerful. I've left them at CR 12 and given them proportional
statistics for that CR.
I can think of no reasonable explanation for the gulguthydra
having 15 Charisma, but it is what it is I guess. It's not my
place to change stuff like that, though I'm very tempted to
lower it to, like, a 6.

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Gulguthydra Hybsil
Small fey, neutral good
Huge aberration, neutral
Armor Class 13
Armor Class 15 (natural armour) Hit Points 7 (2d6)
Hit Points 216 (16d12 + 112) Speed 50 ft.
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
8 (−1) 17 (+3) 11 (+0) 13 (+1) 10 (+0) 10 (+0)
22 (+6) 10 (+0) 24 (+7) 6 (−2) 9 (−1) 15 (+2)
Damage Immunities poison
Saving Throws Con +11 Condition Immunities poisoned
Skills Perception +7 Senses passive Perception 10
Senses darkvision 120 ft., passive Perception 17 Languages Sylvan
Languages Otyugh Challenge 1/4 (50 XP)
Challenge 12 (8,400 XP)
Innate Spellcasting. The hybsil's innate spellcasting
Hold Breath. The gulguthydra can hold its breath for ability is Charisma. It can innately cast the following
1 hour. spells, requiring no material components:
Nauseating Stench. When a creature starts its turn 1/day each: dancing lights, jump, mirror image, pass
within 60 feet of the gulguthydra or enters the area without trace
for the first time on its turn, it must succeed on a DC
19 Constitution saving throw or become poisoned Actions
for 1 minute. A creature can repeat the saving throw
at the end of each of its turns, ending the effect on Shortbow. Ranged Weapon Attack: +5 to hit, range
itself on a succeess. If a creature's saving throw is 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing
successful or the effect ends for it, the creature is damage.
immune to the gulguthydra's Nauseating Stench for Dagger. Melee or Ranged Weapon Attack: +5 to hit,
the next 24 hours. reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4
Actions + 3) piercing damage.

Multiattack. The gulguthydra makes eight attacks: six


with its bites and two with its tentacles.
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., Ibrandlin
one target. Hit: 11 (1d10 + 6) piercing damage. The ibrandlin is a gigantic but relatively low-CR dragon in 3.0.
Tentacle. Melee Weapon Attack: +10 to hit, reach 15 It usually fights rearing up on its tail, so it can use all four of
ft., one target. Hit: 10 (1d8 + 6) bludgeoning its claws in combat. Its hit points and damage are quite high
damage plus 4 (1d8) piercing damage. If the target is for its CR even in 3.0 (supposedly, their low AC and lack of
Large or smaller, it is grappled (escape DC 18) and certain special abilities common to true dragons makes up for
restrained until the grapple ends. The gulguthydra this), so I had to adjust them significantly to make things play
has two tentacles, each of which can grapple one nice in 5e. Their hit points were relatively appropriate for a
target. CR 5 monster in 5e, but their damage is way too high with a
bite and four claws. In 3.0 they are every bit as physically
strong as a red dragon of the same size (35 Strength), and I've
decided to (almost) keep this true in my conversion. In order
Hybsil to keep attack bonuses in check, though, I've removed the
Hybsils are small fey creatures similar to centaurs but with ibrandlin's proficiency in its own attacks, like a purple worm.
the lower body of an antelope instead of a horse. They have a I've also removed their Magic Resistance, since not even true
small list of spell-like abilities (which, thankfully, work dragons have it in 5e.
normally), can see invisible creatures, and are immune to An ibrandlin's breath weapon is extremely weak compared
poison. to that of a true dragon, but can be used in place of a bite
attack in a full attack. An ibrandlin's most unique attack is its
ability to jump and land on opponents, pinning them to the
ground. This kind of attack is difficult to replicate in 5e due to
the edition's dislike for creatures sharing the same space, but
I decided to just ignore all that and hope no-one complains.
I was a bite unsure about giving the ibrandlin only 2
legendary actions (since that isn't really something that's done
in 5e), but it was the easiest way to get its damage down while
retaining faithfulness to the original creature.

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Ice Serpent
Ibrandlin Ice serpents are elemental creatures that appear to snakes
Gargantuan dragon, lawful neutral made of frigid air. I decided to go with another template, to be
added to the Giant Constrictor Snake. Though the size is
Armor Class 13 (natural armour) wrong - Ice Serpents are Large, and Giant Constrictor Snakes
Hit Points 132 (8d20 + 48) are Huge - the normal constrictor snake is just too low-CR. I
Speed 20 ft., climb 20 ft. also decided to let it retain the Giant Constrictor Snake's bite
attack, even though Ice Serpents normally do not have one.
STR DEX CON INT WIS CHA
26 (+8) 11 (+0) 22 (+6) 4 (−3) 10 (+0) 9 (−1) Variant: Ice Serpent
An ice serpent is a normal giant constrictor snake
Saving Throws Dex +3, Con +9, Wis +3 with the following changes.
Skills Perception +6 An ice serpent is an elemental, not a beast.
Damage Immunities fire An ice serpent's speed is 80 feet.
Senses darkvision 120 ft., passive Perception 16 An ice serpent has an Intelligence score of 5
Languages Draconic (−3).
Challenge 7 (5,000 XP) An ice serpent is vulnerable to fire damage but
immune to cold damage.
Actions An ice serpent deals an additional 3 (1d6) cold
damage whenever it deals damage with a melee
Multiattack. The ibrandlin makes three attacks: one attack.
with its bite and two with its claws. It can use its Fire
Breath in place of its bite attack.
Bite. Melee Weapon Attack: +8 to hit, reach 15 ft.,
one target. Hit: 17 (2d8 + 8) piercing damage. Malaugrym
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., Malaugryms are perfect shapeshifters from some unknown
one target. Hit: 12 (1d8 + 8) slashing damage. plane, who enter Toril through the Plane of Shadow. Their
Fire Breath (Recharge 6). The ibrandlin exhales fire in
original Alternate Form trait is ridiculously overpowered (like,
a 30-foot cone. Each creature in that area must make CR 4 monster shapechanging into any monster with 20 or
a DC 14 Dexterity saving throw, taking 10 (3d6) fire fewer HD overpowered), so for this conversion I'll be basing it
damage on a failed save, or half as much damage on off of the 3.5e conversion which uses a more standardized
a successful one. Change Shape special quality instead.
Pin. The ibrandlin jumps into the air, attempting to
land on opponents and pin them to the ground. The
ibrandlin must use its normal movement to do so,
but can end its turn in an occupied space. All Variant: Mage Malugrym
creatures in the ibrandlin's space when it ends its A mage malaugrum under the effects of mage
turn must succeed on a DC 16 Strength or Dexterity armour (AC 16) has a challenge rating of 3 (700
saving throw or become restrained. A restrained XP), +5 to Arcana checks, and the following
creature may use its action to repeat the save, additional trait:
freeing itself on a success. However, a creature that Spellcasting. The malaugrym is a 5th-level
uses its action to take the Attack action or repeat the spellcaster. Its spellcasting ability is Intelligence
save takes 14 (4d6) bludgeoning damage. (spell save DC 13, +5 to hit with spell attacks). The
malaugrym has the following wizard spells
Legendary Actions prepared:
The ibrandlin can take 2 legendary actions, choosing Cantrips: chill touch, mage hand, prestidigitation,
from the options below. Only one legendary action ray of frost
can be used at a time and only at the end of another 1st level (4 slots): charm person, detect magic,
creature's turn. The ibrandlin regains spent legendary mage armour, magic missile
actions at the start of its turn. 2nd level (3 slots): darkness, suggestion
3rd level (2 slots): lightning bolt, tongues
Claw. The ibrandlin makes one attack with its claw.
Deep Breath. The ibrandlin automatically recharges its
Fire Breath.

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Variant: Spy Malaugrym


Malaugrym A spy malaugrym wearing studded leather (AC 15)
Medium aberration (shapechanger), chaotic evil and wielding shortwords has a challenge rating of 3
(700 XP), +5 to Investigation, Persuasion, Sleight of
Armor Class 13 Hand, and Stealth checks, +3 to Insight and
Hit Points 33 (6d8 + 6) Perception checks, a passive Perception score of
Speed fly 30 ft. (hover) 13, and the folllowing additional traits:
Cunning Action. On each of its turns, the
STR DEX CON INT WIS CHA malaugrym can use a bonus action to take the
Dash, Disengage, or Hide action.
13 (+1) 16 (+3) 12 (+1) 16 (+3) 13 (+1) 17 (+3) Sneak Attack (1/Turn). The malaugrym deals an
extra 10 (3d6) damage when it hits a target with
Skills Deception +7 a weapon attack and has advantage on the attack
Damage Vulnerabilities bludgeoning, piercing, and roll, or when the target is within 5 feet of an ally
slashing from silvered weapons of the malaugrym that isn't incapacitated and
Damage Immunities poison; bludgeoning, piercing, the malaugrym doesn't have disadvantage on the
and slashing from nonmagical weapons that aren't attack roll.
silvered
Condition Immunities poisoned A spy malaugrym also has the following additional
Senses darkvision 120 ft., passive Perception 11 action options while in humanoid form:
Languages Common, Malaugrym Multiattack. The malaugrym makes three
Challenge 2 (450 XP) shortsword attacks.
Shortsword. Melee Weapon Attack: +5 to hit,
Shapechanger. The malaugrym can use its action to reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
polymorph into any creature of less than deity status, damage.
or back into its true form. Most malaugryms have
one or two forms they prefer. Its statistics, other
than its size, are the same in each form. Any
equipment it is wearing or carrying is absorbed or
borne by the new form (the malaugrym's choice). It
reverts to its true form if it dies. Variant: Priest Malaugrym
Most malaugrym priests worship evil deities such as
Magic Resistance. The malaugrym has advantage on Bane, Cyric, Mask, and Shar.
saving throws against spells and other magical A priest malaugrum wearing half plate (AC 17)
effects. and wielding a mace has a challenge rating of 3
Silver Anathema. The malaugrym cannot heal damage (700 XP), a Wisdom score of 16 (+3), +5 to
caused by silvered weapons naturally. Religion checks, a passive Perception score of 13,
and the following additional trait:
Actions Spellcasting. The malaugrym is a 5th-level
spellcaster. Its spellcasting ability is Wisdom (spell
Multiattack. The malaugrym attacks three times with
save DC 13, +5 to hit with spell attacks). The
its tentacles.
malaugrym has the following cleric spells prepared:
Tentacle. Melee Weapon Attack: +6 to hit, reach 5 ft., Cantrips: chill touch, mage hand, prestidigitation,
one target. Hit: 6 (1d6 + 3) bludgeoning damage. ray of frost
1st level (4 slots): command, cure wounds, inflict
wounds, ray of sickness
2nd level (3 slots): blindness/deafness, hold person
3rd level (2 slots): animate dead, vampiric touch
A priest malaugrym also has the following
Variant: Warrior Malaugrym additional action options while in humanoid form:
A warrior malaugrym wearing plate armour (AC 18) Multiattack. The malaugrym makes two mace
and wielding a greatsword has a challenge rating of attacks.
3 (700 XP), Strength and Constitution scores of 16 Mace. Melee Weapon Attack: +5 to hit, reach 5
(+3), 60 (8d8 + 24) hp, and the following additional ft., one target. Hit: 6 (1d6 + 3) bludgeoning
action options while in humanoid form: damage plus 3 (1d6) necrotic damage.
Multiattack. The malaugrym makes two
greatsword attacks.
Greatsword. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing
damage.

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Meazel Myrlochar
Meazels are evil humanoid creatures slightly smaller than The myrlochar is a demonic spider creature similar to a
humans. They carry a vicious skin disease that makes them bebilith but not nearly as powerful. Their main attack is their
appear hideous but can be fatal to others. In 3.0 they have the bite, which can permanently drain hit points and either
Sneak Attack and Evasion (which rogues get at level 2, not 7) paralyze targets or reverse gravity for them. They can levitate,
abilities of the rogue; I've removed Evasion and opted not to and move in complete silence.
grant them Cunning Action, for simplicity's sake. I've removed their permanent hit point drain, since that's
Their CR ended up being a lot lower - from 4 to 1/2 - but I just not the sort of thing that happens in 5e, and had the
think that's okay; I don't really get why it was that high in the target's maximum hit points decrease by 1 automatically with
first place. For comparison, the meazel gets two attacks - 1d4 every attack, otherwise working identically to that of a wraith.
claws with no damage bonus - each of which might get an I replaced their levitation with a hovering fly speed since that's
additional 3d6 damage from Sneak Attack (there's no per-turn more standardized and easily understood, and removed their
limit in 3e), for 26 damage/round. The ibrandlin, which is one ability to cast hold monster with their bite to keep the ability
point of CR higher, gets four claws and a bite, for 86 simple (and the reverse gravity effect is just so much more
damage/round. Meazel has 18 hp, ibrandlin has 135. Meazel fun, anyways).
has +4 to hit, ibrandlin has +18. I don't get it.

Myrlochar
Meazel Medium fiend (demon), chaotic evil
Medium humanoid (meazel), chaotic evil
Armor Class 14 (natural armour)
Armor Class 12 Hit Points 27 (6d8)
Hit Points 27 (6d8) Speed 20 ft., climb 40 ft., fly 20 ft. (hover)
Speed 30 ft., swim 15 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 13 (+1) 12 (+1) 12 (+1) 10 (+0)
10 (+0) 14 (+2) 11 (+0) 6 (−2) 11 (+0) 7 (−2)
Skills Stealth +4, Perception +5
Skills Sleight of Hand +4, Stealth +6 Senses blindsight 10 ft., darkvision 60 ft., passive
Senses darkvision 60 ft., passive Perception 10 Perception 10
Languages Common Languages Abyssal, Undercommon
Challenge 1/2 (100 XP) Challenge 1 (200 XP)

Sneak Attack (1/Turn). The meazel deals an extra 10 Silent Step. The myrlochar moves in complete
(3d6) damage when it hits a target with a weapon silence. It has advantage on Dexterity (Stealth)
attack and has advantage on the attack roll, or when checks which partially rely on moving silently.
the target is within 5 feet of an ally of the meazel
that isn't incapacitated and the meazel doesn't have Spider Climb. The myrlochar can climb difficult
disadvantage on the attack roll. surfaces, including upside down on ceilings, without
needing to make an ability check.
Actions Web Sense. While in contact with a web, the
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., myrlochar knows the exact location of any other
one target. Hit: 4 (1d4 + 2) slashing damage. If the creature in contact with the same web.
target is a creature, it must succeed on a DC 10 Web Walker. The myrlochar ignores movement
Constitution saving throw or contract a disease. Until restrictions caused by webbing.
the disease is cured, the target can't regain hit points
except by magical means, and the target's hit point Actions
maximum decreases by 3 (1d6) every 24 hours. If Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
the target's hit point maximum drops to 0 as a result target. Hit: 6 (1d8 + 2) piercing damage. If the target
of this disease, the target dies. is a creature, its hit points maximum is reduced by 1,
and it must succeed on a DC 10 Charisma saving
throw or fly towards the ceiling as if affected by the
reverse gravity spell for 1 minute. The creature can
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

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Nishruu
Nishruu are weird gaseous creatures which subsist on
magical energy. They are interesting in that they have no
abilities which deal damage; their only method of interacting
with "opponents" is to drain their magical items and prepared
spells. But it feels wrong to try to split up Absorb Magic so it
has to be actively used.

Nishruu A nishruu in contact with a magic item with charges


drains 1 charge from the item (If this trait expends the
Large aberration, chaotic neutral
last charge of an item, the item might be destroyed or
otherwise affected; see the item's description for
Armor Class 10 details). If the nishruu drains a charge from an item, it
Hit Points 170 (20d10 + 60) cannot drain another charge from the same item until
Speed fly 20 ft. (hover) the beginning of its next turn. A magic item without
charges does not function while in contact with a
nishruu and for 1 minute afterwards, except for artifacts,
STR DEX CON INT WIS CHA which regain their magic after 1 round. If a character
2 (−4) 10 (+0) 16 (+3) 13 (+1) 15 (+2) 13 (+1) within the nishruu's space attempts to use a potion or
scroll, the item does not take effect until 1 minute after
the character leaves the nishruu's space.
Skills Arcana +4, Perception +5, Stealth +3
Damage Resistances cold Air Form. The nishruu can enter a hostile creature's
Damage Immunities bludgeoning, piercing, and slashing space and stop there. It can move through a space as
from nonmagical weapons narrow as 1 inch wide without squeezing.
Condition Immunities charmed, frightened Charge Magic. Any magic item with charges that is in
Senses darkvision 60 ft., passive Perception 15 contact with the nishruu when it dies regains all
Languages Nishruu expended charges. A magic weapon that strikes the
Challenge 5 (1,800 XP) killing blow against the nishruu functions as a ring of
spell storing for 10 days.
Absorb Magic. The nishruu feeds on magic. The nishruu
can absorb any spell that targets it, or any spell that Salt Vulnerability. The nishruu is poisoned by salt. A
affects the nishruu and includes the nishruu in its area. handful of thrown salt deals 10 (3d6) poison damage to
The absorbed spell's effect is cancelled, and the nishruu the nishruu.
gains temporary hit points equal to the damage the spell
would have dealt, or equal to the spell's level if the spell
Actions
does not deal damage. Spell Drain. The nishruu causes a spellcaster in its space
to lose a spell slot of a random level. A spellcaster that
loses a spell slot from this ability must succeed on a DC
14 Wisdom saving throw or become feebleminded, as
the spell.

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Nyth Phaerimm
Nyths are glowing balls of light that resemble will o' wisps. Phaerimms are evil, sorcerous aberrations that look like 10-
They can turn invisible like a will o' wisp, and can fire magic foot-long windsocks. Their tail stingers are poisonous, they
missiles, reflect such missiles fires at them, and absorb fire are resistant to magic, have truesight out to 120 feet, fly as the
and lightning damage. spell, and don't require any components for their spells. I've
Even though will o' wisps were changed from aberrations to removed the ignoring of components, since it just isn't really
undead in 5e, I decided to leave the Nyth as an aberration as necessary in 5e and overcomplicates the ability. I removed
one more way to differentiate the two. Nyths also aren't their bite attack because it was a secondary attack anyways.
incorporeal, though neither were will o' wisps in 3.0. In 3.0 will Phaerimm disdain physical combat, only attacking with their
o' wisps were one CR higher than nyths (6 and 5, respectively). claws as a last resort. However, it is acceptable for younger
Since will o' wisps were nerfed to CR 2 in 5e, I've decided to phaerimms who lack potent magical abilities to carry swords
also set the Nyth at CR 2. for self-defense.

Nyth Hatchling Phaerimm


Small aberration, lawful evil Small aberration, neutral evil

Armor Class 19 Armor Class 15 (natural armour)


Hit Points 21 (6d6) Hit Points 35 (10d6)
Speed 0 ft., fly 50 ft. (hover) Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (−2) 28 (+9) 10 (+0) 11 (+0) 14 (+2) 12 (+1) 8 (−1) 15 (+2) 10 (+0) 13 (+1) 13 (+1) 15 (+2)

Damage Immunities fire, lightning Skills Arcana +5


Condition Immunities charmed, frightened Senses truesight 120 ft., passive Perception 11
Senses darkvision 60 ft., passive Perception 12 Languages Common, telepathy 120 ft.
Languages Common Challenge 1 (200 XP)
Challenge 2 (450 XP)
Magic Resistance. The phaerimm has advantage on
Energy Absorbtion. Whenever the nyth is subjected to saving throws against spells and other magical
fire or lightning damage, it takes no damage and gain effects.
temporary hit points equal to the fire or lightning
damage dealt. If the nyth ever has 21 or more Spellcasting. The phaerimm is a 4th-level spellcaster.
temporary hit points gained from this trait, it splits Its spellcasting ability is Charisma (spell save DC 12,
into two nyths, each with half of the original nyth's +4 to hit with spell attacks). It has the following
hit point total plus its temporary hit points. sorcerer spells prepared:
Cantrips: acid splash, friends, mage hand, minor
Innate Spellcasting (Recharge 4-6). The nyth can illusion, prestidigitation
innately cast magic missile, requiring no material 1st level (4 slots): charm person, magic missile,
components. Its innate spellcasting aiblity is silent image, sleep
Charisma. 2nd level (3 slots): detect thoughts, hold person,
Reflect Magic Missiles. The nyth reflects magic suggestion
missile darts aimed at itself back at the caster.
Actions
Silence. The nyth moves in complete silence. It has
advantage on Dexterity (Stealth) checks which Multiattack. The phaerimm makes five attacks: four
partially rely on moving silently. with its claws and one with its sting. It can make a
longsword attack in place of a claw attack.
Actions
Claw. Melee Weapon Attack: +1 to hit, reach 5 ft.,
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one one target. Hit: 1 (1d4 - 1) slashing damage.
target. Hit: 10 piercing damage.
Longsword. Melee Weapon Attack: +1 to hit, reach 5
Invisibility. The nyth magically becomes invisible until ft., one target. Hit: 3 (1d8 - 1) slashing damage.
it attacks or casts a spell, or until its concentration Sting. Melee Weapon Attack: +4 to hit, reach 5 ft.,
ends (as if concentrating on a spell). one creature. Hit: 2 (1d4) piercing damage and the
target must succeed on a DC 10 Constitution saving
throw or begin to levitate, as the spell. The target can
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

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Juvenile Phaerimm Adult Phaerimm


Large aberration, neutral evil
Medium aberration, neutral evil
Armor Class 17 (natural armour)
Armor Class 16 (natural armour) Hit Points 120 (16d10 + 32)
Hit Points 77 (14d8 + 14) Speed 0 ft., fly 30 ft. (hover)
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 17 (+3) 17 (+3) 19 (+4)
12 (+1) 13 (+1) 12 (+1) 15 (+2) 15 (+2) 17 (+3)
Skills Arcana +9
Skills Arcana +6 Senses truesight 120 ft., passive Perception 13
Senses truesight 120 ft., passive Perception 12 Languages Common, telepathy 120 ft.
Languages Common, telepathy 120 ft. Challenge 7 (2,900 XP)
Challenge 3 (700 XP)
Magic Resistance. The phaerimm has advantage on
Magic Resistance. The phaerimm has advantage on saving throws against spells and other magical
saving throws against spells and other magical effects.
effects.
Spellcasting. The phaerimm is an 12th-level
Spellcasting. The phaerimm is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell
spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the
save DC 13, +5 to hit with spell attacks). It has the following sorcerer spells prepared:
following sorcerer spells prepared:
Cantrips: acid splash, friends, mage hand, minor
Cantrips: acid splash, friends, mage hand, minor illusion, prestidigitation
illusion, prestidigitation 1st level (4 slots): charm person, magic missile,
1st level (4 slots): charm person, magic missile, silent image, sleep
silent image, sleep 2nd level (3 slots): detect thoughts, hold person,
2nd level (3 slots): detect thoughts, hold person, suggestion
suggestion 3rd level (3 slots): dispel magic, fireball, hypnotic
3rd level (3 slots): dispel magic, fireball, hypnotic pattern
pattern 4th level (3 slots): blight, dimension door, greater
4th level (2 slots): blight, dimension door invisibility
5th level (2 slots): dominate person, telekinesis
Actions 6th level (1 slots): disintegrate
Multiattack. The phaerimm makes five attacks: four
with its claws and one with its sting. It can make a Actions
longsword attack in place of a claw attack. Multiattack. The phaerimm makes five attacks: four
with its claws and one with its sting.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) slashing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Longsword. Melee Weapon Attack: +3 to hit, reach 5 one target. Hit: 10 (2d6 + 3) slashing damage.
ft., one target. Hit: 5 (1d8 + 1) slashing damage. Sting. Melee Weapon Attack: +4 to hit, reach 10 ft.,
Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d8) piercing damage and the
one creature. Hit: 3 (1d6) piercing damage and the target must succeed on a DC 13 Constitution saving
target must succeed on a DC 11 Constitution saving throw or begin to levitate, as the spell. The target can
throw or begin to levitate, as the spell. The target can repeat the saving throw at the end of each of its
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
turns, ending the effect on itself on a success.

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Planetouched, Fey'ri
Elder Phaerimm The Fey'ri, or daemonfey, are a variant of the tiefling, an elf
Huge aberration, neutral evil with distant demonic blood. They have all normal elf traits,
can change shape at will like an incubus, and have a number
Armor Class 18 (natural armour) of demonic abilities.
Hit Points 208 (22d10 + 32) I kept the fey'ri's Constitution penalty on the statblock
Speed 0 ft., fly 30 ft. (hover) because, even though races don't usually have ability score
penalties in 5e, I believe that that's a game design principle
and not a worldbuilding rule. Elves are frailer than other
STR DEX CON INT WIS CHA races, just like in every single other relevant previous edition,
20 (+5) 9 (−1) 16 (+3) 19 (+4) 19 (+4) 21 (+5) but PC elves don't have a penalty because that's no fun.
I thought about going with a more powerful NPC to
Skills Arcana +9 represent the average fey'ri, like what was done with the
Senses truesight 120 ft., passive Perception 13 tanarukk, but instead decided to make two different NPC
Languages Common, telepathy 120 ft. statblocks - a CR 1/2 "1st-level" fey'ri, and a CR X fey'ri
Challenge 11 (7,200 XP) sorcerer - as well as a template which can be applied to a
generic NPC statblock, a toned-down PC race, and a racial
Magic Resistance. The phaerimm has advantage on feat to restore some of the abilities that needed to be cut.
saving throws against spells and other magical
effects.
Spellcasting. The phaerimm is an 16th-level
spellcaster. Its spellcasting ability is Charisma (spell
Fey'ri
save DC 17, +9 to hit with spell attacks). It has the Medium fiend (demon, elf), chaotic evil
following sorcerer spells prepared:
Cantrips: acid splash, friends, mage hand, minor Armor Class 15 (chain shirt)
illusion, prestidigitation Hit Points 17 (5d8 − 5)
1st level (4 slots): charm person, magic missile, Speed 30 ft., fly 40 ft.
silent image, sleep
2nd level (3 slots): detect thoughts, hold person,
suggestion STR DEX CON INT WIS CHA
3rd level (3 slots): dispel magic, fireball, hypnotic 10 (+0) 16 (+3) 9 (−1) 15 (+2) 12 (+1) 15 (+2)
pattern
4th level (3 slots): blight, dimension door, greater
Skills Deception +4, Perception +3, Stealth +5
invisibility
Senses darkvision 60 ft., passive Perception 13
5th level (2 slots): dominate person, telekinesis
Languages Abyssal, Elvish, Common
6th level (1 slots): disintegrate
Challenge 1/2 (100 XP)
7th level (1 slots): prismatic spray
8th level (1 slots): dominate monster
Shapechanger. The fey'ri can use its action to
Actions polymorph into a Small or Medium humanoid, or
back into its true form. Without wings, the fey'ri
Multiattack. The phaerimm makes five attacks: four loses its flying speed. Other than its size and speed,
with its claws and one with its sting. its statistics are the same in each form. Any
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., equipment it is wearing or carrying isn't transformed.
one target. Hit: 15 (3d6 + 5) slashing damage. It reverts to its true form if it dies.

Sting. Melee Weapon Attack: +9 to hit, reach 10 ft., Demonic Abilities. The fey'ri has up to four random
one creature. Hit: 7 (2d6) piercing damage and the traits from the Demonic Abilities table.
target must succeed on a DC 15 Constitution saving Fey Ancestry. The fey'ri has advantage on saving
throw or begin to levitate, as the spell. The target can throws against being charmed, and magic can't put
repeat the saving throw at the end of each of its the fey'ri to sleep.
turns, ending the effect on itself on a success.
Actions
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 6 (1d6 + 3) piercing
damage.

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Demonic Abilities
Fey'ri Sorcerer A fey'ri NPC has up to four of the following special
Medium fiend (demon, elf), chaotic evil traits, while a fey'ri PC has one.

Armor Class 13 (16 with mage armour) charm person 1/day


Hit Points 44 (12d8 − 12) clairvoyance 1/day
Speed 30 ft., fly 40 ft. darkness 1/day
detect thoughts 1/day
resistance to fire damage
STR DEX CON INT WIS CHA resistance to lightning damage
resistance to poison damage and advantage on
8 (−1) 16 (+3) 9 (−1) 17 (+3) 14 (+2) 19 (+4) saving throws against poison.

Skills Arcana +6, Deception +7, Perception +5, The following traits cost two traits. These traits
Stealth +6 cannot be chosen by a fey'ri PC at 1st-level. For
Senses darkvision 60 ft., passive Perception 13 example, a Fey'ri NPC could have up to two of these
Languages Abyssal, Elvish, Common traits, or one of these traits and up to two from the
Challenge 5 (100 XP) above list. Having one of these traits might increase
the fey'ri's CR.
Shapechanger. The fey'ri can use its action to blight 1/day
polymorph into a Small or Medium humanoid, or dimension door 1/day
back into its true form. Without wings, the fey'ri resistance to bludgeoning, piercing, and slashing
loses its flying speed. Other than its size and speed, damage from nonmagical weapons
its statistics are the same in each form. Any
equipment it is wearing or carrying isn't transformed. If you're unsure about the balance of any of these
It reverts to its true form if it dies. options, feel free to limit their availability to PC
fey'ri; these options are mostly meant for NPCs and
Demonic Abilities. The fey'ri has up to four random to reflect how fey'ri work in 3.0. For example,
traits from the Demonic Abilities table. letting a level 4 PC to take the fey'ri racial feat and
Fey Ancestry. The fey'ri has advantage on saving cast blight 1/day would be horribly unbalanced.
throws against being charmed, and magic can't put
the fey'ri to sleep.
Spellcasting. The fey'ri is an 10th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7
to hit with spell attacks). It has the following sorcerer
spells prepared:
Fey'ri NPCs
When altering a generic NPC to be a fey'ri, make the
Cantrips: fire bolt, friends, light, mage hand, minor following adjustments to its statblock:
illusion, prestidigitation
1st level (4 slots): detect magic, mage armour, The fey'ri's type is fiend (demon, elf).
magic missile, shield The fey'ri's alignment is chaotic evil.
2nd level (3 slots): hold person, invisibility, misty The fey'ri has a fly speed of 40 ft.
step The fey'ri has darkvision out to 60 feet.
3rd level (3 slots): dispel magic, fireball The fey'ri has the Shapechanger and Fey
4th level (3 slots): confusion, dimension door Ancestry traits from the Fey'ri statblock.
5th level (2 slots): cone of cold, telekinesis The fey'ri has up to four traits from the Demonic
Abilities table.
Actions
Multiattack. The fey'ri makes two weapon attacks.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Fey'ri Elf
one target. Hit: 7 (1d8 + 3) piercing damage. Fey'ri are elves with distant demonic ancestry.
Ability Score Increase. Your Intelligence or Charisma
Shortbow. Ranged Weapon Attack: +6 to hit, range
80/320 ft., one target. Hit: 6 (1d6 + 3) piercing
score increases by 1.
damage.
Extra Language. You can speak, read, and write Abyssal.
Demonic Ability. You have two traits from the Demonic
Abilities list.

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Racial Feat: Daemonfey Magic Sharn


Prerequisite: Elf (fey'ri) You gain the following benefits: The sharn embody magical chaos. They have massive black
You can use your action to polymorph into a Small or and silver coiling bodies, including three heads and three
Medium humanoid, or back into your true form. If your arms, each of which has 3 hands.
new form does not have wings, you lose your flying speed. They cast spells as both sorcerers and clerics. It was a
Other than your size and speed, your statistics are the tough decision whether to keep the classes seperate or
same in each form. Any equipment you are wearing or combine them how spellcasting usually works in 5e; I've
carrying isn't transformed. You revert to your true form if decided to keep them seperate, since it seems to follow how
you die. the sharn is supposed to work better.
You grow bat wings. You have a flying speed of 40 feet. To They can create up to three small hexagonal portals
use this speed, you can't be wearing medium or heavy through which it can see, cast spells, and attack; it has the
armour. Evasion ability; they can never be polymorphed, and nothing
You choose 2 additional traits from the Demonic Abilities else can polymorph into a shape even approximating a sharn;
list. and they have regeneration.
The most iconic ability of the sharn is their Independent
Action, where each of the Sharn's three heads gets an action.
Shalarin As of 3.5e, a Sharn can take two standard actions and a move
The shalarin are a race of merfolk-like aquatic creatures. They action (such as casting two spells and moving its speed), or a
don't have any special abilities, but they do have their own full round action and a standard action (such as making all 12
unique types of armour: silverweave and pearl. Aside from attacks - 3 bites, 9 claws - and casting a spell). I've decided to
that, I'm not really sure what the difference between a merfolk convert this ability by allowing the sharn to just take two
and a shalarin is supposed to be. actions on its turn, except the Multiattack action.
Their CR ended up being a lot higher than it is in 3e.

Shalarin
Medium humanoid (shalarin), neutral

Armor Class 15 (silverweave armour)


Hit Points 9 (2d8)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 11 (+0)

Senses passive Perception 10


Languages Aquan
Challenge 1/4 (50 XP)

Water Breathing. The shalarin can breathe only


underwater.

Actions
Trident. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d8
+ 2) piercing damage, or 7 (1d10 + 2) piercing
damage if used with two hands to make a melee
attack.

Shalarin Armour
Shalarin have two types of armour which are only
found among their own. Silverweave armour is
mostly identical to chain shirts. Pearl armour is
identical to half plate. A shalarin's swim speed is
reduced by 10 feet while wearing armour which
imposes disadvantage on stealth checks.

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Sharn Cantrips: sacred flame, spare the dying, thaumaturgy


1st level (3 slots): cure wounds, guiding bolt, inflict
Large aberration, chaotic neutral
wounds
2nd level (2 slots): hold person, spiritual weapon
Armor Class 15 3rd level (1 slots): mass healing word
Hit Points 136 (13d10 + 65)
Speed 10 ft., fly 40 ft. (hover) Sorcerer Spellcasting. The sharn is an 7th-level
spellcaster. Its spellcasting ability is Charisma (spell save
DC 15, +7 to hit with spell attacks). It has the following
STR DEX CON INT WIS CHA sorcerer spells prepared:

18 (+4) 20 (+5) 20 (+5) 18 (+4) 18 (+4) 20 (+5) Cantrips: fire bolt, friends, minor illusion,
prestidigitation
1st level (3 slots): detect magic, magic missile, shield
Saving Throws Dex +9, Wis +8, Cha +9 2nd level (2 slots): invisibility, mirror image
Skills Arcana +8, Deception +9, Insight +8, Perception 3rd level (2 slots): dispel magic, fireball
+8, Persuasion +9 4th level (1 slots): confusion
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons Actions
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 18 Multiattack. The sharn makes twelve attacks: three with
Languages Sharn its bites and nine with its claws.
Challenge 10 (5,900 XP) Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) piercing damage.
Independent Action. The sharn can take two actions on
its turn. The sharn can only take the Multiattack action Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
once per turn, and can only cast one spell from each of target. Hit: 3 (1d6) slashing damage.
its spellcasting classes per turn. Create Hex Portals. The sharn creates up to three
miniature hexagonal portals within 20 feet of itself
Magic Resistance. The sharn has advantage on saving through which it can see, cast spells, and make melee
throws against spells and other magical effects. attacks. The sharn can use its bonus action to move any
Cleric Spellcasting. The sharn is an 5th-level spellcaster. number of the portals up to 20 feet. If a portal is ever
Its spellcasting ability is Wisdom (spell save DC 15, +7 more than 100 feet away from the sharn, it disappears.
to hit with spell attacks). It has the following cleric
spells prepared:

Siv
Sivs are frog-headed swamp-dwelling humanoids that often
take levels as monks. They can walk on water and are
resistant to cold. I've included a low-CR base siv and higher-
CR siv meant to imitate a mid-level monk.

Siv Senses passive Perception 10


Languages Bullywug
Medium humanoid (siv), lawful evil
Challenge 1/4 (50 XP)

Armor Class 12 Amphibious. The siv can breathe air and water.
Hit Points 9 (2d8)
Speed 40 ft., swim 20 ft. Water Walking. The siv can walk on water.
Actions
STR DEX CON INT WIS CHA Siangham. Melee Weapon Attack: +4 to hit, reach 5 ft.,
12 (+1) 15 (+2) 11 (+0) 11 (+0) 11 (+0) 8 (−1) one target. Hit: 5 (1d6 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120
Damage Resistances cold ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

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Spectral Panther
Siv Monk Spectral panthers are mysterious creatures which radiate a
Medium humanoid (siv), lawful evil fear aura and can become incorporeal three times per day.
Armor Class 17
Hit Points 60 (11d8 + 11)
Speed 50 ft., swim 30 ft. Spectral Panther
Large monstrosity, neutral evil
STR DEX CON INT WIS CHA
Armor Class 16 (natural armour)
12 (+1) 18 (+4) 13 (+1) 11 (+0) 16 (+3) 8 (−1) Hit Points 51 (6d10 + 18)
Speed 40 ft.
Skills Acrobatics +6, Stealth +6
Damage Resistances cold
Senses passive Perception 13 STR DEX CON INT WIS CHA
Languages Bullywug 18 (+4) 13 (+1) 16 (+3) 13 (+1) 14 (+2) 15 (+2)
Challenge 3 (50 XP)
Skills Stealth +5
Amphibious. The siv can breathe air and water.
Senses darkvision 120 ft., passive Perception 12
Unarmoured Defence. While the siv is wearing no Languages —
armour and wielding no shield, its AC includes its Challenge 3 (700 XP)
Wisdom modifier.
Keen Smell. The panther has advantage on Wisdom
Water Walking. The siv can walk on water.
(Perception) checks that rely on smell.
Actions Magic Weapons. The panther's weapon attacks are
Multiattack. The siv makes three siangham attacks or magical.
three sling attacks. Spectral Form (3/Day). As a bonus action on its turn,
Siangham. Melee Weapon Attack: +6 to hit, reach 5 the spectral panther can become incorporeal. The
ft., one target. Hit: 8 (1d8 + 4) piercing damage. panther can move through other creatures and
objects as if they were difficult terrain. It takes 5
Sling. Ranged Weapon Attack: +6 to hit, range (1d10) force damage if it ends its turn inside an
30/120 ft., one target. Hit: 6 (1d4 + 4) bludgeoning object. The panther also gains resistance to acid,
damage. cold, fire, lightning, and thunder damage, and
becomes immune to poison damage and
bludgeoning, piercing, and slashing damage from
nonmagical weapons.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 18 (4d6 + 4) piercing damage.

Spider, Sword
A sword spider's signature attack is their ability to jump into
the air and stab down with their legs, which are as sharp as
blades. I had to increase their CR a couple points, because 7
damage is a lot of damage when it's getting multiplied by 8.
I decided to have Impalement act as a single source of
damage, since that's simpler. Instead of having the amount of
legs hit depend on size, I set it to a flat 8d6 + 4 damage: more
than four individual legs, but less than it could deal with
Multiattack against multiple creatures.

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Stinger
Sword Spider The stingers are centaur-like creatures with a red-skinned
Large beast, unaligned humanoid upper body and the lower body of a scorpion. They
have a poisonous stinger, and their most interesting ability is
Armor Class 14 (natural armour) their Bolthole Magic, which allows them to magically move up
Hit Points 112 (15d10 + 30) or down 20 feet to an open space as long as their is at least a
Speed 20 ft., climb 20 ft. foot of dirt in the intervening space.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 14 (+2) 3 (−4) 11 (+0) 4 (−3) Stinger
Large monstrosity, neutral evil
Skills Stealth +6
Senses blindsight 10 ft., darkvision 120 ft., passive Armor Class 13 (natural armour)
Perception 10 Hit Points 75 (10d10 + 20)
Languages — Speed 30 ft.
Challenge 7 (700 XP)

Spider Climb. The spider can climb difficult surfaces, STR DEX CON INT WIS CHA
including upside down on ceilings, without needing
16 (+3) 15 (+2) 15 (+2) 10 (+0) 10 (+0) 13 (+1)
to make an ability check.
Web Sense. While in contact with a web, the spider Skills Perception +4, Stealth +6, Survival +4
knows the exact location of any other creature in Senses darkvision 60 ft., tremorsense 60 ft., passive
contact with the same web. Perception 14
Web Walker. The spider ignores movement Languages Tlincalli
restrictions caused by webbing. Challenge 4 (1,100 XP)

Actions Bolthole Magic. As a bonus action on its turn, the


stinger can move 20 feet straight up or down, as
Multiattack. The spider makes nine attacks: one with long as it passes through at least a foot of earth
its bite and eight with its legs. The spider can only during its movement. If this would place the stinger
make up to four leg attacks against any single in a solid object, the stinger remains in place but
creature. takes 5 (1d10) force damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage, and the Actions
target must make a DC 13 Constitution saving Multiattack. The stinger makes three attacks: two
throw, taking 9 (2d8) poison damage on a failed with its chain and one with its stinger.
save, or half as much damage on a successful one. If
the poison damage reduces the target to 0 hit Chain. Melee Weapon Attack: +5 to hit, reach 10 ft.,
points, the target is stable but poisoned for 1 hour, one target. Hit: 8 (2d4 + 3) slashing damage.
even after regaining hit points, and is paralyzed while
Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
poisoned in this way.
one target. Hit: 8 (1d10 + 3) piercing damage, and
Leg. Melee Weapon Attack: +7 to hit, reach 5 ft., one the target must make a DC 13 Constitution saving
target. Hit: 7 (1d6 + 4) slashing damage. throw, taking 22 (4d10) poison damage on a failed
save, or half as much damage on a successful one.
Impale. If the spider jumps at least 10 feet as part of
its movement, it can then use this action to impale a
creature within 5 feet with its legs. The creature
must make a DC 15 Dexterity saving throw, taking
32 (8d6 + 4) piercing damage on a failed save, or
half as much damage on a successful one.

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Tall Mouther Tomb Tapper


The tall mouther is the natural predator of halflings. It Huge construct, neutral
appears as a large, gorilla-like head supported by a whirlwind
of blue-furred arms. Armor Class 19 (natural)
Hit Points 150 (12d12 + 72)
Speed 40 ft., burrow 20 ft.
Tall Mouther
Large aberration, neutral STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 22 (+6) 14 (+2) 11 (+0) 16 (+3)
Armor Class 14
Hit Points 105 (14d10 + 28) Skills Perception +8
Speed 40 ft. Damage Immunities poison; bludgeoning, piercing,
and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion,
STR DEX CON INT WIS CHA frightened, paralyzed, petrified, poisoned
20 (+5) 19 (+4) 15 (+2) 8 (−1) 10 (+0) 7 (−2) Senses blindsight 120 ft. (blind beyond this radius),
tremorsense 60 ft., passive Perception 18
Languages understands Common and Lorass but
Skills Perception +3, Survival +3
can't speak, telepathy 120 ft.
Senses darkvision 60 ft., passive Perception 13
Challenge 10 (5,900 XP)
Languages Common, Halfling
Challenge 5 (1,100 XP)
Echolocation. The tomb tapper can't use its
blindsight while deafened.
Arrow Evasion. The mouther's whirling arms and
constantly shifting head impose disadvantage on all Innate Spellcasting. The tomb tapper's innate
ranged weapon attacks made against it. spellcasting ability is Charisma (spell save DC 15). It
can innately cast the following spells, requiring no
Actions material components:
Multiattack. The mouther makes five attacks: one At will: detect magic
with its bite and four with its slams. 3/day: spike growth
7/day: stone shape
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) piercing damage. Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., Multiattack. The tomb tapper makes three attacks:
one target. Hit: 8 (1d6 + 5) bludgeoning damage. one with its bite and two with its warhammer.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 25 (4d8 + 7) piercing damage.
Tomb Tapper Warhammer. Melee Weapon Attack: +11 to hit, reach
5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning
The tomb tappers are faceless netherese constructs which damage.
collect magic items. They are blind and see using sonar. They
have a couple stone-related spell-like abilities, and can detect
magic at will.

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Unicorn, Black
Black unicorns are unicorns corrupted by the evil influence of
the Red Wizards. In 3.0 they are very similar to regular
unicorns, just with a few abilities reversed here and there.
However, the 5e unicorn is a little more complex than the 3.0
one, so I had to take some creative liberties.

Black Unicorn Actions


Large fiend, chaotic evil Multiattack. The unicorn makes two attacks: one with its
hooves and one with its horn.
Armor Class 12
Hit Points 67 (9d10 + 18) Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Speed 50 ft. one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage.
STR DEX CON INT WIS CHA
Enervating Touch (3/Day). The unicorn touches a target
18 (+4) 14 (+2) 15 (+2) 14 (+2) 17 (+3) 19 (+4) within 5 feet, flooding them with necrotic energy. The
target must make a DC 15 Constitution saving throw,
Damage Immunities poison taking 22 (4d10) necrotic damage on a failure, or half as
Condition Immunities charmed, paralyzed, poisoned much damage on a success.
Senses darkvision 120 ft., passive Perception 13 Teleport (1/Day). The unicorn magically teleports itself
Languages Abyssal, Celestial, Elvish, Sylvan, telepathy 60 and up to three willing creatures it can see within 5 feet
ft. of it, along with any equipment they are wearing or
Challenge 5 (1,800 XP) carrying, to any location on the same plane that the
unicorn has previously seen.
Charge. If the unicorn moves at least 20 feet straight
toward a target and then hits it with a horn attack on the Legendary Actions
same turn, the target takes an extra 9 (2d8) piercing
damage. If the target is a creature, it must succeed on a The unicorn can take 3 legendary actions, choosing
DC 15 Strength saving throw or be knocked prone. from the options below. Only one legendary action can
be used at a time and only at the end of another
Innate Spellcasting. The unicorn's innate spellcasting creature's turn. The unicorn regains spent legendary
ability is Charisma (spell save DC 17). It can innately actions at the start of its turn.
cast the following spells, requiring no material
components: Hooves. The unicorn makes one attack with its hooves.

At will: detect evil and good, pass without trace, Hateful Shroud. The unicorn creates a cloudy, magical
thaumaturgy field around a creature it can see with 60 feet of it. The
1/day each: compelled duel, darkness, dispel evil and target takes a -2 penalty to AC until the end of the
good unicorn's next turn.

Magic Resistance. The unicorn has advantage on saving Bolster Self. The unicorn magically gains 11 (2d8+2)
throws against spells and other magical effects. temporary hit points.

Magic Weapons. The unicorn's weapon attacks are


magical.

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Wemic Zombie, Tyrantfog


The wemic is a centauroid creature with the upper body of a These wretched undead are the remains of worshipers of evil
human and the lower body of a lion. They didn't have any deities struck down by the raw power of another evil deity.
special abilities, so I gave them the lion's Keen Smell, Pounce, Their claws carry a minor disease; like with the meazel, I
and Running Leap traits. I reduced their Strength score to made it identical to the diseased rat's disease. The zombie's
mirror the Lion's strength decrease in 5e. I changed their main ability is their Sickening Cloud, which in 3e causes a
main weapon to a spear to give them some amount of ranged small amount of Con damage; for the conversion, I just had it
combat ability. deal some poison damage.

Wemic Tyrantfog Zombie


Large monstrosity, neutral Medium undead, neutral evil

Armor Class 13 (shield) Armor Class 10


Hit Points 52 (8d10 + 8) Hit Points 45 (6d8 + 18)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 12 (+1) 11 (+0) 11 (+0) 9 (−1) 15 (+2) 10 (+0) 16 (+3) 6 (−2) 13 (+1) 13 (+1)

Skills Athletics +6, Perception +2, Stealth +5, Damage Resistances bludgeoning, piercing, and
Survival +2 slashing from nonmagical weapons
Senses passive Perception 12 Damage Immunities poison
Languages Common, Sylvan Condition Immunities poisoned
Challenge 3 (700 XP) Senses passive Perception 11
Languages understands the languages it knew in life
Keen Smell. The wemic has advantage on Wisdom but can't speak
(Perception) checks that rely on smell. Challenge 1/2 (100 XP)

Pounce. If the wemic moves at least 20 feet straight Sickening Cloud. When a creature moves within 5
toward a creature and then hits it with a claw attack feet of the zombie for the first time on its turn or
on the same turn, that target must succeed on a DC starts its turn there, it must succeed on a DC 13
14 Strength saving throw or be knocked prone. If the Constitution saving throw or take 11 (2d10) poison
target is prone, the wemic can make one spear attack damage and become poisoned for 1 minute.
against it as a bonus action. Whether it succeeds or fails, the creature is immune
Running Leap. With a 10-foot running start, the to any tyrantfog zombie's sickening cloud for 1 hour.
wemic can long jump up to 25 feet.
Actions
Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Multiattack. The wemic makes two attacks: one with one target. Hit: 9 (2d6 + 2) slashing damage. If the
its claws and one with its spear. target is a creature, it must succeed on a DC 13
Constitution saving throw or contract a disease. Until
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., the disease is cured, the target can't regain hit points
one target. Hit: 10 (2d6 + 3) slashing damage. except by magical means, and the target's hit point
Spear. Melee or Ranged Weapon Attack: +5 to hit, maximum decreases by 3 (1d6) every 24 hours. If
reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 the target's hit point maximum drops to 0 as a result
+ 3) piercing damage, or 8 (1d10 + 3) piercing of this disease, the target dies.
damage if used with two hands to make a melee
attack.

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Beast of Xvim Curst


The beasts of Xvim are manifestations of the god Iyachtu Cursts are undead humanoids trapped under a curse that will
Xvim, ordinary animals transformed by his will. Most are not let them die. They are resistant to magic and turning, and
black-furred, and their eyes and mouths glow green. are immune to cold and fire. In 3e Cursts regenerated one hit
I decided the best way to represent the beasts of Xvim are point per hour, but that kind of thing isn't what Regeneration
as a template, like a Half-Dragon. is used for in 5e often. I replaced it with a trait based on the
Naga's Rejuvenation. I've also removed the magic resistance,
Beast of Xvim Template since it was removed from most creatures upon conversion to
Any creature can become a beast of Xvim, though Xvim 5e and I don't see a particular reason to keep it here.
prefers animals such as bats, black dogs, black cats, hawks, Even though the Curst was a template in 3e, since the very
and vultures, or monsters such as beholders, green or blue similar Revenant was changed to single creature I figured that
dragons, hell hounds, cockatrices, imps, evil nagas, and the Curst would work best that way as well. I'm basing the
undead creatures. statblock mostly off of the 5th-level Fighter example Curst.
Senses. The beast of Xvim gains darkvision with a radius of
60 feet.
Immunities. The beast of Xvim gains immunity to poison Curst
damage and the frightened and poisoned conditions.
Ability Score Adjustment. The beast of Xvim's Intelligence Medium undead, any neutral
and Charisma scores are at least 6 (−2).
Feed. A beast of Xvim can feed on the corpse of a humanoid Armor Class 13 (leather armour)
that it killed that has been dead for less than 10 minutes, Hit Points 37 (5d8 + 15)
devouring both flesh and soul in doing so. This feeding takes Speed 30 ft.
at least 1 minute, and it destroys the victim's body. The
victim's soul is trapped in the beast for 24 hours, after which STR DEX CON INT WIS CHA
time it is digested. If the beast dies before the soul is digested,
the soul is released. While a humanoid's soul is trapped in a 16 (+3) 12 (+1) 16 (+3) 8 (−1) 11 (+0) 10 (+0)
beast of Xvim, all forms of revival automatically fail.
New Action: Frightful Presence. The beast of Xvim gains Damage Immunities cold, fire, poison
the following action option. If the beast has the Multiattack Condition Immunities poisoned
action, it can use this action option once when it uses its Senses passive Perception 10
Multiattack. The saving throw DC for the ability is equal to 8 + Languages the languages it knew in life
the beast's proficiency bonus + the beast's Charisma modifier. Challenge 1 (200 XP)
Frightful Presence. Each creature of the beast's choice that
is within 30 feet of the beast and aware of it must succeed on No Smell. The curst does not have a sense of smell.
a Wisdom saving throw or become frightened for 1 minute. A Rejuvenation. The curst cannot die. A curst that drops
creature can repeat the saving throw at the end of each of its to 0 hit points becomes paralyzed. A curst paralyzed
turns, ending the effect on itself on a success. If a creature's in this way regains 5 hit points every hour, and is no
saving throw is successful or the effect ends for it, the longer paralyzed when it regains all of its hit points.
creature is immune to the beast's Frightful Presence for the A curst regrows lost body parts when it takes a long
next 24 hours. rest. A decapitated curst instead regains 1 hit point
per day, as its body gradually regrows.
Turn Immunity. The curst is immune to any effect
that turns undead.
Actions
Multiattack. The curst makes two melee attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
(1d10 + 3) slashing damage if used in two hands.

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Ghost Variant: Ghost Dragon


Monsters of Faerun comes with a handful of extra special Just like with humanoids, sometimes when a dragon
attacks that ghosts might have access to. None of these dies it remains in the world as a ghost. Adjust the
special abilities normally affect a ghost's challenge rating, ghost dragon's Challenge Rating for its new
though giving them too many might. A ghost might not have statistics. A ghost dragon is a normal dragon with
the Withering Touch, Horrifying Visage, or Possession action the following adjustments to its statblock:
options, especially if it has one of the action options from this
list. Some ghosts might have immunity to one or more The dragon's Strength score becomes 7 (−2).
additional damage types, usually acid, fire, or lightning. The dragon loses its natural armour, and its AC
includes its Charisma modifier.
Chill Ray. Ranged Spell Attack: +5 to hit, range 90 ft., one The dragon's walking speed becomes 0. It gains
target. Hit: 14 (4d6) necrotic damage, and the target's speed is a flying speed of 40 feet if its flying speed was
reduced by 10 feet until the start of the ghost's next turn. lower or it didn't have one.
Deathsong (1/Day). The ghost begins to sing a hollow dirge The dragon is resistant to acid, fire, lightning,
for 1 minute. The ghost must concentrate on this ability as if and thunder damage, and bludgeoning, piercing,
concentrating on a spell. When the ghost uses this action and and slashing damage from nonmagical weapons.
at the start of each of its turns until it stops singing, all living The dragon is immune to cold, necrotic, and
creatures within 90 feet must succeed on a DC 13 Wisdom poison damage, and to the charmed, exhaustion,
saving throw or become frightened until the singing ends. A frightened, grappled, paralyzed, petrified,
frightened creature drops what it is holding and must take the poisoned, prone, and retrained conditions.
Dash action and move away from the ghost by the safest The dragon gains the Ethereal Sight and
available route on each of its turns. Incorporeal Movement traits of the ghost.
The dragon gains the Etherealness and
Life Drain. Melee Spell Attack: +5 to hit, reach 5 ft., one Horrifying Visage action options of the ghost
target. Hit: 9 (2d8) necrotic damage. The target must succeed (DC = 8 + prof. + Charisma). If the dragon had
on a DC 13 Constitution saving throw or its hit point the Frightful Presence action option, this is
maximum is reduced by an amount equal to the damage replaced by Horrifying Visage, and the dragon
taken. This reduction lasts until the target finishes a long rest. can use Horrifying Visage instead of Frightful
The target dies if this effect reduces its hit point maximum to Presence when it takes the Multiattack action.
0. The dragon loses the Change Shape action
Vengeful Strike. Melee Spell Attack: +5 to hit, reach 5 ft., option if it had it.
one target. Hit: 17 (4d6 + 3) necrotic damage. If the target is The dragon deals necrotic damage with its
the ghost's killer, its hit point maximum is reduced by an weapon attacks instead of bludgeoning,
amount equal to the damage taken. This reduction can only be piercing, or slashing damage. Damage of other
removed by a remove curse spell or similar effect. types remains the same. Its weapon attacks
become spell attacks, and use Charisma for
Debilitating Touch. Melee Spell Attack: +5 to hit, reach 5 attack and damage rolls. The target must
ft., one target. Hit: 10 (3d6) necrotic damage, and the target succeed on a Constitution saving throw (DC = 8
must succeed on a DC 13 Constitution saving throw or + Prof. + Charisma) or its hit point maximum is
become poisoned for 1 minute. A creature can repeat the save reduced by an amount equal to the necrotic
at the end of each of its turns, ending the effect on itself on a damage taken. This reduction lasts until the
success. If a creature's saving throw is successful or the effect target finishes a long rest. The target dies if this
ends for it, the creature is immune to the ghost's Debilitating effect reduces its hit point maximum to 0
Touch for the next 24 hours. The dragon gains the following breath weapon
as an action option. The cone's area is 15 feet
A ghost may also have one or more of the following traits: for a wyrmling, 30 for a young dragon, 60 for an
Magic Resistance. The ghost has advantage on saving adult, and 90 for an ancient dragon.
throws against spells and other magical effects.
Magical Radiance. All magic items within 60 feet of the Aging Breath (1/Day). The dragon exhales grey
ghost glow with a cold, white radiance, emitting dim light in a mist in a cone. Each creature in that area must
succeed on a Wisdom saving throw (DC = 8 + Prof.
5-foot radius. The ghost can suppress or resume this effect as + Charisma) or age 1d4 × 10 years. If the creature
a bonus action. fails its saving throw by 5 or more, it instead ages
1d10 × 10 years. The aging effect can be reversed
Ghost, Doomsphere with a greater restoration spell, but only within 24
hours of it occurring.
A doomsphere is the ghost of a beholder. They have a normal
beholder's antimagic cone and Fear and Slowing rays, but
have a series of unique eye rays. In addition to their normal
ghost immunities, they are immune to lightning attacks.

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Doomsphere 2. Slowing Ray. The targeted creature must succeed on a


DC 16 Dexterity saving throw. On a failed save, the
Large undead, lawful evil
target's speed is halved for 1 minute. In addition, the
creature can't take reactions, and it can take either an
Armor Class 12 action or a bonus action on its turn, not both. The
Hit Points 180 (19d10 + 76) creature can repeat the saving throw at the end of each
Speed 0 ft., fly 40 ft. (hover) of its turns, ending the effect on itself on a success.
3. Chill Ray. The targeted creature must succeed on a
STR DEX CON INT WIS CHA DC 16 Dexterity saving throw or take 28 (8d6) necrotic
damage, and the target's speed is reduced by 10 feet
7 (−2) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3) until the start of the ghost's next turn.
4. Debilitating Ray. The targeted creature must succeed
Saving Throws Int +8, Wis +7, Cha +8 on a DC 16 Constitution saving throw or become
Skills Perception +12 poisoned for 1 minute. A creature can repeat the save at
Damage Resistances acid, fire, thunder; bludgeoning, the end of each of its turns, ending the effect on itself
piercing, and slashing from nonmagical weapons on a success. If a creature's saving throw is successful
Damage Immunities cold, lightning, necrotic, poison or the effect ends for it, the creature is immune to the
Condition Immunities charmed, exhaustion, frightened, doomsphere's Debilitating Ray for the next 24 hours.
grappled, paralyzed, petrified, poisoned, prone,
restrained 5. Holding Ray. The targeted creature must succeed on
Senses darkvision 120 ft., passive Perception 22 a DC 16 Wisdom saving throw or be paralyzed for 1
Languages Deep Speech, Undercommon minute. The target can repeat the saving throw at the
Challenge 13 (10,000 XP) end of each of its turns, ending the effect on itself on a
success.
Antimagic Cone. The doomsphere creates an area of 6. Enervation Ray. The targeted creature must make a
antimagic, as in the antimagic field spell, in a 150-foot DC 16 Constitution saving throw, taking 36 (8d8)
cone. At the start of each of its turns, the doomsphere necrotic damage on a failed save, or half as much
decides which way the cone faces and whether the cone damage on a successful one.
is active. The area works against the doomsphere's own
eye rays. 7. Animation Ray. The beholder casts animate dead on a
single pile of bones or corpse with a range of 120 feet.
Ethereal Sight. The doomsphere can see 60 feet into the 8. Boneshattering Ray. The targeted creature must make
Ethereal Plane when it is on the Material Plane, and vice a DC 16 Constitution saving throw, taking 28 (8d6)
versa. bludgeoning damage on a failed save, or half as much
Incorporeal Movement. The doomsphere can move damage on a successful one. A creature that fails its
through other creatures and objects as if they were save against the ray takes an additional 7 (2d6)
difficult terrain. It takes 5 (1d10) force damage if it ends bludgeoning damage at the start of its next turn and its
its turn inside an object. speed is reduced by half until it completes a short or
long rest.
Actions 9. Flesh Searing Ray. The targeted creature's flesh is
Withering Bite. Melee Spell Attack: +7 to hit, reach 5 ft., seared away from the bone. The target must succeed on
one target. Hit: 17 (4d6 + 3) necrotic damage. a DC 16 Dexterity saving throw or take 10 (4d4) acid
damage. The target takes the damage again at the start
Etherealness. The doomsphere enters the Ethereal Plane of its next 4 turns.
from the Material Plane, or vice versa. It is visible on the
Material Plane while it is in the Border Ethereal, and vice 10. Blighting Ray. The targeted creature must make a
versa, yet it can't affect ot be affected by anything on DC 16 Constitution saving throw. If the target is good-
the other plane. aligned, it takes 45 (10d8) necrotic damage and is
poisoned for 1 minute on a failed save, or half as much
Eye Rays. The doomsphere shoots three of the following damage on a successful one. A poisoned creature can
magical eye rays at random (reroll duplicates), choosing repeat the save at the end of each of its turns, ending
one to three targets it can see within 120 feet of it: the poisoned condition on itself on a success. A neutral-
1. Fear Ray. The targeted creature must succeed on a DC aligned creature takes half damage and is not poisoned
16 Wisdom saving throw or be frightened for 1 minute. on a failed save and takes no damage on a successful
The target can repeat the saving throw at the end of save. An evil-aligned creature is unaffected by the ray.
each of its turns, ending the effect on itself on a
success. Legendary Actions
The doomsphere can take 3 legendary actions, choosing
from the options below. Only one legendary action can
be used at a time and only at the end of another
creature's turn. The doomsphere regains spent
legendary actions at the start of its turn.
Eye Ray. The doomsphere uses one random eye ray.

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Ancient Silver Ghost Etherealness. The dragon enters the Ethereal Plane from
the Material Plane, or vice versa. It is visible on the
Dragon Material Plane while it is in the Border Ethereal, and vice
versa, yet it can't affect or be affected by anything on
Gargantuan undead, lawful good the other plane.
Horrifying Visage. Each non-undead creature within 60
Armor Class 16
feet of the dragon that can see it must succeed on a DC
Hit Points 487 (25d20 + 225)
21 Wisdom saving throw or be frightened for 1 minute.
Speed fly 80 ft.
If the save fails by 5 or more, the target also ages 1d4 ×
10 years. A frightened target can repeat the saving
STR DEX CON INT WIS CHA throw at the end of each of its turns, ending the
frightened condition on itself on a success. If a target's
7 (−2) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) saving throw is successful or the effect ends for it, the
target is immune to this dragon's Horrifying Visage for
Saving Throws Dex +7, Con +16, Wis +9, Cha +13 the next 24 hours. The aging effect can be reversed with
Skills Arcana +11, History +11, Perception +16, Stealth a greater restoration spell, but only within 24 hours of it
+7 occurring.
Damage Resistances acid, fire, lightning, thunder; Breath Weapons (Recharge 5-6). The dragon uses one of
bludgeoning, piercing, and slashing from nonmagical the following breath weapons.
weapons
Damage Immunities cold, necrotic, poison Cold Breath. The dragon exhales an icy blast in a 90-foot
Condition Immunities charmed, exhaustion, frightened, cone. Each creature in that area must make a DC 24
grappled, paralyzed, petrified, poisoned, prone, Constitution saving throw, taking 67 (15d8) cold
restrained damage on a failed save, or half as much damage on a
Senses blindsight 60 ft., darkvision 120 ft., passive successful one.
Perception 26 Paralyzing Breath. The dragon exhales paralyzing gas in a
Languages Common, Draconic 90-foot cone. Each creature in that area must make a
Challenge 24 (62,000 XP) DC 24 Constitution saving throw or be paralyzed for 1
minute. A creature can repeat the saving throw at the
Spectral Deflection. The AC of the dragon includes its end of each of its turns, ending the effect on itself on a
Charisma bonus. success.
Ethereal Sight. The dragon can see 60 feet into the Aging Breath (1/Day). The dragon exhales grey mist in a
Ethereal Plane when it is on the Material Plane, and vice 90-foot cone. Each creature in that area must succeed
versa. on a DC 21 Wisdom saving throw or age 1d4 × 10
years. If the creature fails its saving throw by 5 or more,
Incorporeal Movement. The dragon can move through it instead ages 1d10 × 10 years. The aging effect can be
other creatures and objects as if they were difficult reversed with a greater restoration spell, but only within
terrain. It takes 5 (1d10) force damage if it ends its turn 24 hours of it occurring.
inside an object.
Legendary Resistance (3/Day). If the dragon fails a saving Legendary Actions
throw, it can choose to succeed instead. The dragon can take 3 legendary actions, choosing from
the options below. Only one legendary action option
Actions can be used at a time and only at the end of another
Multiattack. The dragon can use its Horrifying Visage. It creature's turn. The dragon regains spent legendary
then makes three attacks: one with its bite and two with actions at the start of its turn.
its claws.
Detect. The dragon makes a Wisdom (Perception)
Bite. Melee Spell Attack: +13 to hit, reach 15 ft., one check.
target. Hit: 17 (2d10 + 6) necrotic damage. Tail Attack. The dragon makes a tail attack.
Claw. Melee Spell Attack: +13 to hit, reach 10 ft., one Wing Attack (Costs 2 Actions). The dragon beats its
target. Hit: 13 (2d6 + 6) necrotic damage. wings. Each creature within 10 feet of the dragon must
Tail. Melee Spell Attack: +13 to hit, reach 20 ft., one succeed on a DC 21 Dexterity saving throw or take 10
target. Hit: 15 (2d8 + 6) necrotic damage. (3d6) necrotic damage and become poisoned for 1
minute. The dragon can then fly up to half its flying
speed. A poisoned target can make a DC 21
Constitution saving throw at the end of each of its turns,
ending the poisoned condition on itself on a success.

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Variant: Spectral Harpist


Watchghost
Spectral Harpists are the ghosts of Master Harpers Watchghosts are a type of ghost which are created by
who died with unfinished Harper service. They are necromancers to server as guardians. One of these creatures
normal ghosts, with the following adjustments: can be animated with an 8th-level create undead spell.
The harpist is immune to lightning damage.
The harpist gains the Magic Resistance and
Magical Radiance traits.
The harpist loses the ghost's Horrifying Visage
Watchghost
and Possession action options. Medium undead, neutral
The harpist gains the Deathsong action option.
Armor Class 12
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA


Variant: Zhentarim Spirit
7 (−2) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 17 (+3)
Zhentarim Spirits are the essences of Zhentarim
wizards who seek revenge against their killers,
whether they be enemies or treacherous comrades. Damage Resistances acid, fire, lightning, thunder;
A Zhentarim spirit is an ordinary ghost under the bludgeoning, piercing, and slashing from
effects of mage armour (AC 15) with an Intelligence nonmagical weapons
score of 17 (+3) and the ability to cast spells as a Damage Immunities cold, necrotic, poison
wizard. The following trait is appropriate for an Condition Immunities charmed, exhaustion,
average zhentarim spirit. Other zhentarim spirits frightened, grappled, paralyzed, petrified,
might have different spells prepared, or cast spells poisoned, prone, restrained
as a wizard of a higher or lower level. Senses darkvision 60 ft., passive Perception 11
Spellcasting. The spirit is a 5th-level spellcaster. Languages any languages it knew in life
Its spellcasting ability is Intelligence (spell save DC Challenge 2 (450 XP)
13, +5 to hit with spell attacks). The spirit has the
following wizard spells prepared: Ethereal Sight. The watchghost can see 60 feet into
Cantrips: chill touch, dancing lights, mage hand, the Ethereal Plane when it is on the Material Plane,
prestidigitation and vice versa.
1st level (3 slots): mage armour, magic missile,
shield Incorporeal Movement. The watchghost can move
2nd level (2 slots): hold person, suggestion through other creatures and objects as if they were
3rd level (1 slots): lightning bolt difficult terrain. It takes 5 (1d10) force damage if it
A Zhenatarim Spirit also loses its Horrifying ends its turn inside an object.
Visage action option, and its Withering Touch is Magic Resistance. The watchghost has advantage on
replaced by Vengeful Strike. saving throws against spells and other magical
effects.
Magical Radiance. All magic items within 60 feet of
the ghost glow with a cold, white radiance, emitting
dim light in a 5-foot radius. The ghost can suppress
or resume this effect as a bonus action.
Actions
Withering Touch. Melee Spell Attack: +5 to hit, reach
5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Chill Ray. Ranged Spell Attack: +5 to hit, range 90 ft.,
one target. Hit: 14 (4d6) necrotic damage, and the
target's speed is reduced by 10 feet until the start of
the watchghost's next turn.
Etherealness. The watchghost enters the Ethereal
Plane from the Material Plane, or vice versa. It is
visible on the Material Plane while it is in the Border
Ethereal, and vice versa, yet it can't affect ot be
affected by anything on the other plane.

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Lich Banelich
Monsters of Faerun also includes a series of optional action A banelich is a lich created by Bane out of one of his high
options for liches. None of these special attacks affect a Lich's priests. They cast spells as Clerics of at least 17th level. They
challenge rating, though giving one too many might. A lich gain the lich's Frightening Gaze, resistances, and immunities.
might not have the Paralyzing Touch action option or the They also can produce coldfire and have the touch of despair,
Paralyzing Touch, Frightening Gaze, or Disrupt Life legendary and are resistant to magic.
action options. Picking spells was a little tricky for this one; the PHB Cleric
Coldfire. Ranged Spell Attack: +12 to hit, range 60 ft., one spell list seems to focus a lot on good-aligned Clerics, without
target. Hit: 22 (4d10) cold damage. much in the way of evil-ey Cleric spells. The Death-Domain
Touch of Despair. The lich touches a creature within 5 feet. spell list helps with levels 1-5, but past that there's basically
The target creature must make a DC 18 Wisdom saving nothing for an evil Cleric.
throw. On a failed save, the creature has disadvantage on all
attack rolls, ability checks, and saving throws for 1 minute, as Lich, Good
it is overcoming with feelings of gloom. The target can repeat
the saving throw at the end of each of its turns, ending the In the Forgotten Realms, not all liches are evil. Two kinds of
effect on itself on a successful save. A creature which is good liches in the realms are archliches and baelnorns.
immune to the Charmed condition is immune to this action. Archliches can be good-aligned spellcasters of any class, while
Dream Haunting (1/Day). The lich visits the dreams of any baelnorns are always elves and usually wizards. A good lich
sleeping creature it knows the exact location of. The subject might have the following action option:
experiences tormenting dreams, taking 11 (2d10) psychic Turn Undead (Recharges after a Short or Long Rest).
damage. The creature does not gain the benefit of a long rest. Each undead creature within 30 feet of the lich that can see or
Grasp of Death (1/Day). The lich touches a creature within hear it must succeed on a DC 18 Wisdom saving throw or be
5 feet. The target must succeed on a DC 18 Constitution turned for 1 minute or until it takes any damage. A turned
saving throw or take 63 (14d8) necrotic damage. The target creature must spend its turn moving as far away from the lich
dies if this damage reduces it to 0 hit points. as it can, and it can't willingly move into a space within 30 feet
Grasp of Enfeeblement. Melee Spell Attack: +12 to hit, of the lich.
reach 5 ft., one target. Hit: 18 (4d8) necrotic damage, and the The lich might also have one or more of the following traits:
target deals only half damage with weapon attacks that use Swift Animation. The lich uses its action to cast animate
Strength for 1 minute. The target can repeat the saving throw dead.
at the end of each of its turns, ending the effect on itself on a Projection (3/Day). The lich can use its action to send forth
successful save. a wraithlike likeness of itself up to one mile away for 1 hour.
A lich might also have one or more of the following legendary The lich can see through this projection and into the Ethereal
action options. Some of these options might assume the lich Plane around it as well, can hear and speak through it, and
has a certain action option. even cast spells through it. The projection's statistics are the
Coldfire. The lich uses its Coldfire. same as that of the lich, with the following exceptions: The
Touch of Despair. The lich uses its Touch of Despair. projection can move through creatures and objects freely; it
Painwrack Gaze. The lich fixes its gaze on one creature it can fly with a speed of 20 feet; it can't carry solid objects,
can see within 60 feet of it. The target must succeed on a DC though it can push against or move small things with effort;
18 Constitution saving throw or take 18 (4d8) psychic and it loses any action or legendary action options. When the
damage. projection takes damage, the lich takes damage equal to half
Doom Gaze (Costs 3 Actions). The lich fixes its gaze on of the damage dealt to the projection. The projection vanishes
one creature it can see within 30 feet of it. The target must when its hit points are reduced to 0.
succeed on a DC 18 Constitution saving throw or take 63 Turning Immunity. The lich is immune to any effect that
(14d8) necrotic damage. The target dies if this damage turns undead.
reduces it to 0 hit points.
A lich might also have one or more of the following traits:
Voice of Malefience. If the lich speaks to a creature that
can understand it for 10 consecutive minutes, the creature
must succeed on a DC 18 Wisdom saving throw or fall into a
sleepy trance. While in this trance state, the creature is
incapacitated and answers truthfully any question the lich
asks. The creature may attempt a new saving throw every
hour, but for each consecutive hour the lich talks to the
creature, the saving throw DC increases by 1. The trance ends
if the creature takes any damage.
Magic Resistance. The lich has advantage on saving
throws against spells and other magical effects.

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Banelich Turn Resistance. The banelich has advantage on saving


throws against any effect that turns undead.
Medium undead, neutral evil
Actions
Armor Class 17 (half plate) Coldfire. Ranged Spell Attack: +12 to hit, range 60 ft.,
Hit Points 135 (18d8 + 54) one target. Hit: 22 (4d10) cold damage.
Speed 30 ft.
Touch of Despair. The lich touches a creature within 5
feet. The target creature must make a DC 18 Wisdom
STR DEX CON INT WIS CHA saving throw. On a failed save, the creature has
14 (+2) 16 (+3) 16 (+3) 18 (+4) 20 (+5) 16 (+3) disadvantage on all attack rolls, ability checks, and
saving throws for 1 minute, as it is overcoming with
feelings of gloom. The target can repeat the saving
Saving Throws Con +10, Wis +12, Cha +10 throw at the end of each of its turns, ending the effect
Skills Arcana +11, History +11, Insight +12, Perception on itself on a successful save. A creature which is
+12, Religion +18 immune to the Charmed condition is immune to this
Damage Resistances cold, lightning, necrotic action.
Damage Immunities poison; bludgeoning, piercing, and
slashing from nonmagical weapons Legendary Actions
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned The banelich can take 3 legendary actions, choosing
Senses truesight 120 ft., passive Perception 22 from the options below. Only one legendary action
Languages Common plus up to four other languages option can be used at a time and only at the end of
Challenge 21 (33,000 XP) another creature's turn. The banelich regains spent
legendary actions at the start of its turn.
Legendary Resistance (3/Day). If the banelich fails a Cantrip. The banelich casts a cantrip.
saving throw, it can choose to succeed instead.
Coldfire. The banelich uses its Coldfire.
Magic Resistance. The banelich has advantage on saving
throws against spells and other magical effects. Touch of Despair. The banelich uses its Touch of
Despair.
Rejuvenation. If it has a phylactery, a destroyed banelich
gains a new body in 1d10 days, regaining all its hit Frightening Gaze (Costs 2 Actions). The banelich fixes its
points and becoming active again. The new body gaze on one creature it can see within 10 feet of it. The
appears within 5 feet of the phylactery. target must succeed on a DC 18 Wisdom saving throw
against this magic or become frightened for 1 minute.
Spellcasting. The banelich is an 18th-level spellcaster. Its The frightened target can repeat the saving throw at the
spellcasting ability is Wisdom (spell save DC 20, +12 to end of each of its turns, ending the effect on itself on a
hit with spell attacks). The banelich has the following success. If the target's saving throw is successful or the
cleric spells prepared: effect ends for it, the target is immune to the banelich's
Cantrips: chill touch, guidance, thaumaturgy gaze for the next 24 hours.
1st level (4 slots): bane, command, false life, inflict Disrupt Life (Costs 3 Actions). Each living creature within
wounds, ray of sickness 20 feet of the banelich must make a DC 18
2nd level (3 slots): blindness/deafness, hold person, ray Constitution saving throw against this magic, taking 21
of enfeeblement, spiritual weapon (6d6) necrotic damage on a failed save, or half as much
3rd level (3 slots): animate dead, bestow curse, speak damage on a successful one.
with dead, vampiric touch
4th level (3 slots): blight, death ward
5th level (3 slots): antilife shell, cloudkill
6th level (1 slots): blade barrier, harm
7th level (1 slots): divine word, fire storm
8th level (1 slots): antimagic field, earthquake
9th level (1 slots): gate

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Variant: Baelnorn Lich


A baelnorn is an ordinary archlich with the following
adjustments to its statblock:
The baelnorn does not have the Rejuvenation,
Swift Animation, or Water Walking traits.
The baelnorn does not have a Frightening Gaze.
The baelnorn can create a Projection.
The baelnorn has +16 to Wisdom (Perception)
checks, and has the Fey Ancestry trait.

Archlich Swift Animation. The archlich uses its action to cast


animate dead. The archlich may only control 135 hit
Medium undead, any good alignment
points of undead with this feature. Undead created in
excess of this limit are created as free-willed undead.
Armor Class 17 (natural armour)
Hit Points 135 (18d8 + 54) Turn Immunity. The archlich is immune to any effect that
Speed 30 ft. turns undead.
Water Walking. The archlick can walk on water.
STR DEX CON INT WIS CHA Actions
11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3) Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5
ft., one target. Hit: 10 (3d6) cold damage. The target
Saving Throws Con +10, Int +12, Wis +9 must succeed on a DC 18 Constitution saving throw or
Skills Arcana +18, History +12, Insight +9, Perception be paralyzed for 1 minute. The target can repeat the
+9, Religion +12 saving throw at the end of each of its turns, ending the
Damage Resistances cold, lightning, necrotic effect on itself on a success.
Damage Immunities poison; bludgeoning, piercing, and Turn Undead (Recharges after a Short or Long Rest). Each
slashing from nonmagical weapons undead creature within 30 feet of the archlich that can
Condition Immunities charmed, exhaustion, frightened, see or hear it must succeed on a DC 18 Wisdom saving
paralyzed, poisoned throw or be turned for 1 minute or until it takes any
Senses truesight 120 ft., passive Perception 19 damage. A turned creature must spend its turn moving
Languages Common plus up to five other languages as far away from the lich as it can, and it can't willingly
Challenge 21 (33,000 XP) move into a space within 30 feet of the lich.
Legendary Resistance (3/Day). If the archlich fails a saving Legendary Actions
throw, it can choose to succeed instead.
The banelich can take 3 legendary actions, choosing
Rejuvenation. If it has a phylactery, a destroyed archlich from the options below. Only one legendary action
gains a new body in 1d10 days, regaining all its hit option can be used at a time and only at the end of
points and becoming active again. The new body another creature's turn. The banelich regains spent
appears within 5 feet of the phylactery. legendary actions at the start of its turn.
Spellcasting. The archlich is an 18th-level spellcaster. Its Cantrip. The lich casts a cantrip.
spellcasting ability is Intelligence (spell save DC 20, +12
to hit with spell attacks). The archlich has the following Paralyzing Touch (Costs 2 Actions). The lich uses its
wizard spells prepared: Paralyzing Touch.

Cantrips: fire bolt, mage hand, prestidigitation Frightening Gaze (Costs 2 Actions). The archlich fixes its
1st level (4 slots): detect magic, magic missile, shield, gaze on one creature it can see within 10 feet of it. The
sleep target must succeed on a DC 18 Wisdom saving throw
2nd level (3 slots): detect thoughts, invisibility, mirror against this magic or become frightened for 1 minute.
image, misty step The frightened target can repeat the saving throw at the
3rd level (3 slots): counterspell, dispel magic, fireball, fly end of each of its turns, ending the effect on itself on a
4th level (3 slots): confusion, dimension door success. If the target's saving throw is successful or the
5th level (3 slots): cone of cold, scrying effect ends for it, the target is immune to the banelich's
6th level (1 slots): globe of invulnerability, sunbeam gaze for the next 24 hours.
7th level (1 slots): plane shift, prismatic spray Disrupt Life (Costs 3 Actions). Each living creature within
8th level (1 slots): power word stun, sunburst 20 feet of the archlich must make a DC 18 Constitution
9th level (1 slots): foresight saving throw against this magic, taking 21 (6d6)
necrotic damage on a failed save, or half as much
damage on a successful one.

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Lycanthrope Werecrocodile
There are five types of lycanthropes not covered in the Medium humanoid (human, shapechanger), neutral
Monster Manual which exist in Faerun: The Werebat, evil
Werecrocodile, Wereshark, Werecat, and Lythari. I used the
updated 3.5e versions in Lost Empires of Faerun, since the Armor Class 10 in humanoid form, 12 (natural
lycanthrope rules were a little more refined in that edition. armour) in crocodile or hybrid form
Hit Points 78 (12d8 + 24)
Speed 30 ft. (20 ft. in crocodile form, swim 30 ft. in
crocodile or hybrid form)
Werebat
Medium humanoid (human, shapechanger), neutral
evil STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 10 (+0) 11 (+0) 9 (−1)
Armor Class 13
Hit Points 72 (16d8) Skills Perception +2, Stealth +2
Speed 30 ft. (10 ft. in bat form, fly 60 ft. in bat or Damage Immunities bludgeoning, piercing, and
hybrid form) slashing from nonmagical weapons that aren't
silvered
Senses passive Perception 12
STR DEX CON INT WIS CHA Languages Common (can't speak in crocodile form)
15 (+2) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 11 (+0) Challenge 4 (1,100 XP)

Skills Perception +3, Stealth +5 Shapechanger. The werecrocodile can use its action
Damage Immunities bludgeoning, piercing, and to polymorph into a crocodile-human hybrid or into
slashing from nonmagical weapons that aren't a crocodile, or back into its true form, which is
silvered humanoid. Its statistics, other than its AC, are the
Senses blindsight 60 ft. (bat form only), passive same in each form. Any equipment it is wearing or
Perception 13 carrying isn't transformed. It reverts to its true form
Languages Common (can't speak in bat form) if it dies.
Challenge 3 (700 XP) Hold Breath. The werecrocodile can hold its breath
for 15 minutes.
Shapechanger. The werebat can use its action to
polymorph into a Large bat-human hybrid or into a Actions
Large bat, or back into its true form, which is Multiattack (Humanoid or Hybrid Form Only). The
humanoid. Its statistics, other than its size, are the werecrocodile makes two attacks, only one of which
same in each form. Any equipment it is wearing or can be a bite.
carrying isn't transformed. It reverts to its true form
if it dies. Bite (Crocodile or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 14
Echolocation. The werebat can't use its blindsight
(2d10 + 3) piercing damage, and the target is
while deafened.
grappled (escape DC 13). Until this grapple ends, the
Keen Hearing. The werebat has advantage on Wisdom target is restrained, and the crocodile can't bite
(Perception) checks that rely on hearing. another target. If the target is humanoid, it must
succeed on a DC 12 Constitution saving throw or be
Actions cursed with werecrocodile lycanthropy.
Multiattack (Humanoid or Hybrid Form Only). The War Pick (Humanoid or Hybrid Form Only). Melee
werebat makes two attacks, only one of which can be Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
a bite. 7 (1d8 + 3) piercing damage.
Bite (Bat or Hybrid Form Only). Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
piercing damage. If the target is humanoid, it must
succeed on a DC 10 Constitution saving throw or be
cursed with werebat lycanthropy.
Variant: Drow Werebat
Werebat lycanthropy is most common among the
Rapier (Humanoid or Hybrid Form Only). Melee drow. A drow werebat is a normal werebat, with
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: darkvision out to a radius of 120 ft. and the Fey
6 (1d6 + 3) piercing damage. Ancestry, Innate Spellcasting, and Sunlight
Hand Crossbow (Humanoid or Hybrid Form Only). Sensitivity traits of the drow.
Ranged Weapon Attack: +5 to hit, range 30/120 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.

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Wereshark Werecat
Medium humanoid (human, shapechanger), neutral Medium humanoid (human, shapechanger), chaotic
evil good

Armor Class 11 in humanoid form, 12 (natural Armor Class 12


armour) in shark or hybrid form Hit Points 36 (8d8)
Hit Points 120 (16d8 + 48) Speed 30 ft. (40 ft., climb 30 ft. in cat or hybrid
Speed 30 ft. (swim 40 ft. in shark or hybrid form) form)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 17 (+3) 10 (+0) 10 (+0) 8 (−1) 8 (−1) 15 (+2) 10 (+0) 12 (+1) 15 (+2) 15 (+2)

Skills Perception +6 Skills Perception +6, Stealth +4


Damage Immunities bludgeoning, piercing, and Damage Immunities bludgeoning, piercing, and
slashing from nonmagical weapons that aren't slashing from nonmagical weapons that aren't
silvered silvered
Senses blindsight 30 ft. (shark form only), passive Senses passive Perception 16
Perception 16 Languages Common (can't speak in cat form)
Languages Common (can't speak in shark form) Challenge 2 (450 XP)
Challenge 5 (1,800 XP)
Shapechanger. The werecat can use its action to
Shapechanger. The wereshark can use its action to polymorph into a Medium cat-human hybrid or into a
polymorph into a Large shark-human hybrid or into a Small cat, or back into its true form, which is
Large shark, or back into its true form, which is humanoid. Its statistics, other than its size, are the
humanoid. Its statistics, other than its size and AC, same in each form. Any equipment it is wearing or
are the same in each form. Any equipment it is carrying isn't transformed. It reverts to its true form
wearing or carrying isn't transformed. It reverts to its if it dies.
true form if it dies.
Keen Smell. The werecat has advantage on Wisdom
Amphibious. The wereshark can breathe air and (Perception) checks that rely on smell.
water.
Spellcasting. The werecat is a 3rd-level spellcaster. Its
Blood Frenzy. The wereshark has advantage on melee spellcasting ability is Wisdom (spell save DC 12, +4
attack rolls against any creature that doesn't have all to hit with spell attacks). The werecat has the
its hit points. following cleric spells prepared:
Actions Cantrips: guidance, light, thaumaturgy
1st level (4 slots): bless, charm person, cure wounds,
Multiattack (Humanoid or Hybrid Form Only). The disguise self
wereshark makes three melee attacks, only one of 2nd level (2 slots): invisibility
which can be a bite.
Actions
Bite (Shark or Hybrid Form Only). Melee Weapon
Attack: +7 to hit, reach 5 ft., one target. Hit: 15 Multiattack (Humanoid or Hybrid Form Only). The
(2d10 + 4) piercing damage. If the target is werecat makes two attacks, only one of which can be
humanoid, it must succeed on a DC 14 Constitution a bite.
saving throw or be cursed with wereshark
Bite (Cat or Hybrid Form Only). Melee Weapon Attack:
lycanthropy.
+4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
Scimitar (Humanoid or Hybrid Form Only). Melee piercing damage. If the target is humanoid, it must
Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: succeed on a DC 10 Constitution saving throw or be
7 (1d6 + 4) slashing damage. cursed with werecat lycanthropy.
Light Crossbow (Humanoid or Hybrid Form Only). Claw or Claw Bracer. Melee Weapon Attack: +4 to hit,
Ranged Weapon Attack: +4 to hit, range 80/320 ft., reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing
one target. Hit: 5 (1d8 + 1) piercing damage. damage.

Variant: Lythari
Lythari are normal werewolves, except they cannot
take hybrid form and their bite does not carry the
curse of lycanthropy. Lythari are always Elves.

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1.34 Green Warder
Table Of Contents 1.35 Groundling
1 Aballin 1.36 Gulguthydra
1.2 Abishai 1.37 Hybsil
1.3 Alaghi 1.38 Ibrandlin
1.4 Asabi 1.39 Ice Serpent
1.5 Banedead 1.40 Malaugrym
1.6 Baneguard 1.41 Meazel
1.7 Banelar 1.42 Myrlochar
1.8 Bat, Deep 1.43 Nishruu
1.9 Beast of Malar 1.44 Nyth
1.10 Beholder Mage 1.45 Phaerimm
1.11 Beholderkin, Gouger 1.46 Planetouched, Fey'ri
1.12 Chosen One 1.46.1 Racial Feat: Daemonfey Magic
1.13 Cloaker Lord 1.47 Shalarin
1.14 Darkenbeast 1.48 Sharn
1.15 Darktree 1.49 Siv
1.16 Deepspawn 1.50 Spectral Panther
1.17 Demon, Ghour 1.51 Spider, Sword
1.18 Greater Doppelganger 1.52 Stinger
1.19 Brown Dragon 1.53 Tall Mouther
1.20 Deep Dragon 1.54 Tomb Tapper
1.21 Fang Dragon 1.55 Unicorn, Black
1.22 Song Dragon 1.56 Wemic
1.23 Dragonkin 1.57 Zombie, Tyrantfog
1.24 Dread Warrior 1.58 Beast of Xvim
1.25 Arctic Dwarf 1.58.1 Beast of Xvim Template
1.26 Urdunnir 1.59 Curst
1.27 Ghaunadan 1.60 Ghost
1.28 Fog Giant 1.61 Ghost, Doomsphere
1.29 Phaerlin Giant 1.62 Watchghost
1.30 Gibberling 1.63 Lich
1.31 Goblin, Dekanter 1.64 Banelich
1.32 Golem, Gemstone 1.65 Lich, Good
1.33 Thayan Golem 1.66 Lycanthrope

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